- To set up draft classes as a realistic continuation of previous classes
- To revamp the scouting and draft mechanism with a higher focus on stats and special skill as opposed to overall/potential
Index:
1. The Math
2. Potential
3. Revamping the Scouting Process
4. Scouting
5. Mock Draft
Part 1: The Math
The way it stands now, draft prospects are assigned attributes and potential based on real-life scouting (for players in the first several years of Be A GM) and then randomized attributes as the game sees fit (for fictional players in later years of Be A GM). Future draft classes have good players, bad players, great players, and terrible players, with the overall goal of maintaining the skill balance in the NHL. [Though from a personal perspective, the overall skill/potential of prospects increases as you get further into the mode.]
Four years ago, who would have predicted that there would be a guy like Conor McDavid? Four years ago, the CHL just got its second "Exceptional Status" player. It's incredibly hard to predict the future, so that's why the goal of simply maintaining the skill balance is smart and generally attainable. But the game needs to take away some randomness for that to work. If first rounders are generally the most successful, then your later top prospects need to be in that round. There's no way to recreate a Pavel Datsyuk or a Henrik Lundqvist.
Let's try to change that.
Let's assume that there are 250 prospects in the pool per year (30 picks per round * 7 = 210, +/- 40 players undrafted), a nice round number. We'll use the hypothetical 2025 draft as an example. Each skater has 25 individual attributes that have to be assigned a rating. Let's use passing as an example.
/Code that assigns a random number between 36 and 99
/Code adds one random ++1 (i.e. 1, 2, 3 etc) multiple up to 7 and subtracts --2 multiple (i.e. 2, 4, 6 etc) up to 14.
= Final rating for that attribute.
Ok, let's explain that mumbo jumbo. Obviously the code will shy away, as it were, from getting too close to 36 or 99 (the current code works fine for example). But the modifiers are designed to add randomness while ensuring that most players are lowly rated but there remains the possibility of a Conor McDavid. Your once-in-a-generation player will be the guy that gets the lucky dice roll and hits 7 added points and only loses 2.
Think of it in terms of "[first] round talent." So you can think of someone who winds up highly rated in passing as a first round talent in passing, but he'll probably have some problems elsewhere. Since there are 25 attributes to go through in the this manner, it's very rare that you'll see a superstar player right out of the draft. However, 7th-round flairs are more possible, since there's the element of randomness that allows them to be skilled in several areas.
Please note that I am simply trying to build on the current coding. Were this method to be the sole method, round would hardly matter (though the math is not over yet). EA's current proportions for draft placement are a crucial starting point.
Check back later for part 2, "Potential"
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