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Climbing the Ladder: an NCAA 14 Dynasty
This is a discussion on Climbing the Ladder: an NCAA 14 Dynasty within the Football Dynasties forums.
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03-06-2016, 05:07 PM | #1 |
MVP
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Climbing the Ladder: an NCAA 14 Dynasty
Game: NCAA 14 (Xbox 360) Rosters: Call Me LSU Slidera: TBD House Rules: I will follow a mashup of the house rules found in the thread "Dynasty House Rules." Here are the rules I like: (copied and pasted from the thread)
Spoiler
Sim 1st season as existing coach, create coach at end of year and select best offer.
-As an OC/DC no recruiting, all assists are left on. Can add 3 players to recruiting board per year but cannot allot points to them. -1st year as HC can only recruit from home state, 3* or less -2nd year as HC same as year 1. Can also recruit from out of state at same * as school prestige -3rd year as HC can recruit any from home state, out of state must be 3* or less and start in top 3 -Every year after 4 as HC can recruit any from home state, out of state must start in top 3, max of 2 5* recruits, and 3 4* recruits targeted -No scouting till after player is signed -60 players on roster once in head coach role -Must play all rivalry/bowl games For the head coach rules, they apply to each job so if I take a new HC job after 3 years at one school, I have to start at the 1st year rules at the new school. RECRUITING RULES: Leaving Seniors +2 I can only have two more players on my board at any time than I have leaving my program. If I have 15 seniors I can only have a 17 players on my board and I can only sign 17 that season as well. This will help to keep from stacking my roster to easily and flushing out the bad players. If the computer adds players to the class they will be deleted, only the players that I sign will be allowed on the team. Ranked in Recruits Top 10 I must be in a recruits Top 10 to be able to recruit them. I look at this as these are players that my coaching staff has been recruiting since their sophomore and junior year in high school. We have already identified these kids as who we want in our program and now we are just narrowing down who we are going to bring on campus. One Athlete I can only recruit one Athlete each year so I will have to be very careful on who I select. Two Outsiders I can recruit two guys who I am not in there Top 10. I will have to be very careful because once they are on my board they are now counted against this limit. This is not, "I can sign two guys", it is I can only recruit two all season long. One Visit I can only schedule one visit all year long. This will be a very tough decision on which recruit will be the only one who gets to visit my campus. This makes late season recruiting get very interesting when battling with a couple schools for a kid as they might jump +700 points in a single week and I do not have a good way to make up the difference. No Scouting I can not scout any of the prospects that are on my board. Recruiting is to easy for me because I can easily find the best of what I can get to sign with my program without any issue and get those guys on campus. To combat this I will not scout any prospects. Once a kid commits to my program I can then scout him to see what I've got, those Gems and Busts titles are now going to carry a lot more meaning and impact since I will be stuck with these kids. This does add a "kid at Christmas morning" feel to when I get the message that a kid has signed with my program because then I get to go and find out what I really just signed. REGIONAL RESTRICTIONS Pipelines After playing 5 seasons I have noticed the new recruiting setup for NCAA 2014 gives you the ability to recruit Nationally very easy. In real life your pipelines and home state are very important to recruiting and few programs easily recruit nationally. To bring this game back better in line with real life I am implementing the following. Note: Coastal/Border school defined as any school within 170 miles of the border or coast line. Local (1*) I can only recruit my home state and pipelines. Close to Home (2* and 3*) I can only recruit my home state, pipelines and states that are within a 200 mile radius of my campus. 350 miles if coastal\US border school. Regional (4*) I can only recruit my home state, pipelines and states that are within a 400 mile radius of my campus. 600 miles if coastal\US border school. National (5* and 6*) No distance limitations but all other interest restrictions and limits still apply. Three Outsiders I can recruit three guys who are outside of my regionally restricted area. This will allow me to try and build new pipelines but with it only being three players a year it will take multiple years to establish those pipelines. INTEREST RESTRICTIONS Ranked in Recruits Top 10 I must be in a recruits Top 10 to be able to recruit them. I look at this as these are players that my coaching staff has been recruiting since their sophomore and junior year in high school. We have already identified these kids as who we want in our program and now we are just narrowing down who we are going to bring on campus. Three Outsiders The three players who are considered my three outsiders do not have the "be in their Top 10 restriction", but I can only recruit players who are no more than 1* higher than my teams current prestige. In State I can recruit any players in my schools home state (there is no "be in their Top 10 restriction" and no star restrictions). http://www.operationsports.com/forum...40&postcount=3 no cuts ever:must keep 70 men at all times drop every injury rating 50 pts drop threshold Love seeing all these rules people place on their own dynasties. Mine are simple.. 1) only recruit the number of seniors leaving. 2) only recruit players that have me rank #1 in preseason. 3) can't add players after preseason, even if I lose out on players. 4) 5 stars must start as freshman or can't recruit them. Random num. gen- bust and gem edit playe attributes (rturning players) same with freshman Storyline indcident gen-kicked off team etc Random select one player to release each year Here's the new system I'm rolling out. Similar to my player progression card system, an initial dice roll determines what I can do as I set up the recruiting board in the preseason. (the higher the #, the better) 1 roll = 3* player max; no players can be signed outside of conference region 2 roll = 3* max and within conference region; +2 SEC state players (3* max) 3 roll = (1) 4* max player-any state; other players 3* max and within conference region; +2 AL players and +2 SEC state players (3* max) 4 roll = (1) 5* player-any state; other players 3* max and within conference region; +2 AL players and +2 SEC players (3* max) 5 roll = (1) 5* player-any state; (1) 4* max player-any state; other players 3* max and within conference region; +2 AL players and +2 SEC state players (3* max) 6 roll = (2) 5* players-any state; (1) 4* max player; other players 3* max and within conference region; +2 AL players and +3 SEC state players (3* max) (when I was in the SEC, my conference region was all SEC states. Now that I'm the Pac12, my conference regions is all Pac12 states plus Hawaii & Idaho) Only number of seniors, no dits These are the injury simulation I do same as in NCAA 13. It adds great challenge and immersion because I have to depend on depth. It also balances out so QB get less injured but there is much better distribution of injuries across positions. Here is the final system I am using in dynasty. I considered editing ratings but offensive linemen never get injured (even with injury rating 0). So here goes. From this article (http://www.thefalcoholic.com/2010/7/...-groups-suffer) it appears running backs are by far the most injury prone position. Other positions are pretty similar and QBs don't get injured as often as in the game. So my system is Before the game (I don't do this for bowl games), for each starter: 1) Generate random number between 1-100 (http://www.random.org/) 2a) For RB or dual-thread QB if <= 10 -> injury (see below for durations) 2b) For other starters if <= 5 -> injury Crunching the math this means on average about 1.15 players per game get "injured". So you will see about 2-4 players on average injured at any given time. 3) If the player is injured (random number <= 10 for RB or <= 5 for others) 3b) Generate second random number between 1-100 1-40 => 1 week 41-55 => 2 weeks 56-70 => 3 weeks 71-75 => 4 weeks 76-80 => 5 weeks 81-85 => 6 weeks 86-100 => season-ending 3c) Optionally: For season-ending guys, flip a coin so 1/2 the time they can play in the bowl game. This way you will get a good distribution of short term injuries with the occasional season ender. You can expect 1-2 season ending injuries per season. This process only takes a minute after you get the hang of it and adds great immersion Inj Quarterbacks (-10) HBs : (-15) WRs: (-10) OL: (-70) TE/FB: (-20) Defense: (-40) -10 stamina to all players I will sim the first season, pretending that the actual results of the past season occurred.
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