Re: Manual random number based offseason improvement
I'm definitely intrigued by both of the bigger ideas presented in this thread. I think I'd have to put them into practice at least once to be able to give good feedback and understand what is going on a little better. I think StoneCalf's idea is a little less time-consuming since it doesn't create a new attribute to track outside of the game (though I LOVE the Work Ethic idea) and it doesn't apply the results to every player on the team so it could conceivably be done a little easier on a global scale.
So...here is something I thought of based on your processes:
- Take StoneCalf's category ideas (3 Duds, 1 Diamond, 3 LA, 1 LB) and even them out so there is an equal chance of improving/regressing. I'd go with 2 Duds, 2 Diamonds, 3 LAs, and 3 LBs by eliminating Dud 2 and creating a Diamond 1 that adds 50 pts. I'd also add Late Bloomers that add numbers in the same pattern as the Low Achievers.
- On Signing Day, view all signees by position. At each position, use a random number generator to select 4 guys (maybe do 8 at positions like WR, CB, DE, etc?). Randomly assign each one a category, regardless of what the other 3 are...so you could end up with 4 Duds at QB this way rather than 2 Duds and 2 Diamonds. Just makes things a little more random but you could always consider them Dud 1, Dud 2, Diamond 1, and Diamond 2 if you want it to be balanced for each position. Since it will likely change each offseason, I'm not worried about keeping it balanced in a single year. (Probably want to enter them into a spreadsheet or something to refer back to once you can edit them)
- Continue with the rest of the off-season as normal. Almost everyone will train however the game sees fit and that's fine. I don't think the in-game method is terrible, just boring. It kind of assumes a fairly consistent progression path for players throughout all teams...which is fine for the most part but it doesn't really have enough outliers to end up providing some intrigue. If I am remembering right, you can't view every player in the NCAA by position here...if you can, then do the next step here so you don't have to worry about incoming recruits.
- Once you get to where you can edit players, randomly select 6 players from each position across the NCAA. Similar to above, randomly assign them each a category. (Low Achiever 1-3 or Late Bloomer 1-3) Again, maybe do 12 for multi-starter positions like WR, CB, etc.
- For each of the players selected, randomize helisan's "improvement type table" to determine what skills get adjusted first/most. I'll have to play around with it some to get the particulars right but, to keep it simple for now, I'd apply 40/30/20/10% of the points gained/lost to each type of improvement. If it helps, here is how it might look:
Joe Blow gets selected as a Dud 1 at HB so loses 100 attribute pts (makes the math easier for now). After randomizing the improvement table, here is how his points are lost:
1st type: Physicality...loses 40 pts between strength, agility, acceleration, and speed
2nd type: All around...loses 30 pts between all categories
3rd type: Awareness...loses 20 pts of Awareness (or maybe 10 in awareness and 10 in offense-related attributes to lessen the impact on awareness and reflect a decrease in offensive knowledge)
4th type: Position-specific...loses 10 pts between HB-specific attributes
To keep things completely random, I would randomly select attributes within the categories and apply the changes 1-10 pts at a time (also randomly-generated). Keep in mind that Dud 1 and Diamond 2 are 100-pt swings which makes them, by far, the biggest changes. If Joe were a Low Achiever 1, those values would be more like -8/-6/-4/-2.
Again, I haven't applied this yet to a real scenario but I'm trying to find a way to combine some ideas from each of the two main ones presented. I also feel like there may be some unintended consequences to only changing my team so this would be a way to have it impact other teams, too. This is a rough draft reflecting my initial thoughts. Obviously, some of the numbers can be adjusted depending on personal preference. Feel free to give feedback...
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