Using real life positional service time in combination with video game time at a given position a player gets more proficient at that position thus reducing the penalty at that position. Errors at a given position would effect the players DRA overall and the positional penalty modifier. A player that has been put into a new position with no service time would suffer the greatest penalty but factored with the players Defensive Positional Adaptability (DPA) with utility players having the highest rating and players that generally stay at one position having the lowest.
A player in the minor leagues could in reality be placed in other/s positions as a cheese move but this could be offset-ed by taking away from there true defensive position since they are not focused on developing their true craft in the minors. This penalty would be severe and would slow down the players defensive tool progression but would slightly improve the players Defensive Positional Adaptability (DPA) but in the end causing the player defensive tools to take considerable more time to develop/progress. And if the player is moved to multiple defensive positions their defensive development time would grow even longer.
Player initial position/s is set the same way as currently just need to add some more combination and/or a special utility position/s.
The real value to this type of feature is that virtual player will be able to be played in positions the real players actually play in without unjust recourse. It could replace the default generic penalty system to a more realistic system that takes into considerations a players real ability to really move around. This would solve one of my biggest frustrations in the game logic of player-positioning and managing a franchise.
This would also be a great feature to market for next years release.
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