Update, version 0.3: I've pretty much rebuilt these from scratch, and they're good at the high end. The next step is to determine what the lower levels of development produce on a position by position basis, then I will begin re-balancing draft classes to fit this.
First off, these will look strange for those accustom to TDawg/BleedGreen710. Understand that I'm approaching the problem from a different angle and thus I have a different outcome. Which you use is up to you.
The TDawg method is effective and has the aim of maintaining the base roster's talent distribution. This is a valid approach and given that approach, his sliders are the best you will find year-in-year-out (and BleedGreen710 has done a fine job of replicating his work in the short term).
My approach is different. I don't care about the talent distribution. I don't believe the XP system and the core roster can match up, so I dispensed with the problem and I'm going for a progression system that feels rewarding and will create a reasonable distribution of talent from among the rookies. The emphasis is key- this will make your roster get kind of out of whack if you judge it by the mixture of generated and default players. This is because the default roster is flawed, where as the generated rookies are... well, still flawed but less so.
Plans: I list this set as version 0.1. Just means it's my first release, but not my first final. It will be my first final when I've run another 10 sims to year 20 looking into the Star and Superstar progression.*
The next step will be to take a long hard look at rerating the default roster. This will depend on how willing I am to put up with short term weirdness in my league. If it ends up not feeling all that bad, I'll skip this.
Final step- Draft classes. Yes, I still plan to do*draft classes, but not the 5-10 original classes I had planned (I even had a "scouting guide" written up with stories and everything!), but rather, I will take default classes and adjust them to more create a realistic league talent distribution.
What this version gives you- A median of 2 skill points (the mean varies, but I tried to get it around 2.75-3.00) per year for all QUICK players who*are within the progression window (age 20-25).
If you sim to year 10, your distribution will look weird. If you sim to year 20, however, when the default roster is gone, it'll look a lot better and I think you'll see where I'm going with this.
Without further ado.
QB- 182 ** (75-125)
HB- 128
TE- 187*
WR- 64
FB- 132
OT- 122
OG- 199*
OC- 143*
——
DE- 76*
DT- 79*
MLB- 93*
OLB- 87*
CB- 84*
FS- 80*
SS- 74*
——
K- 232*
P- 179*
* Changed with latest version
** ATTENTION: This will produce far too many exceptional QBs with the default draft classes. If you are not using my classes (available in the near future), keep this between 75-125. Higher will feel more satisifying as you develop Qbs, 75 will keep your distribution closer to the default roster.
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