I recently (fall 2014) tweaked some more rules to increase the difficulty, also setting coaching progression to very slow helps a ton as well. I have actually enjoyed this dynasty more than any other I have played as I am getting real joy seeing my team even get eligible for a bowl game and seeing as I am slowly building a contender.
RECRUITING RULES:
LIMITS
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.
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*)
Can only recruit from our home state.
Close to Home (2*)
I can only recruit my home state, pipelines and states that are within a
65 mile radius of my campus. 110 miles if coastal\US border school.
Regional (3*)
I can only recruit my home state, pipelines and states that are within a
135 mile radius of my campus. 220 miles if coastal\US border school.
Regional (4*)
I can only recruit my home state, pipelines and states that are within a
265 mile radius of my campus. 440 miles if coastal\US border school.
National (5*)
I can only recruit my home state, pipelines and states that are within a
530 mile radius of my campus. 880 miles if coastal\US border school.
National (6*)
I can only recruit my home state, pipelines and states that are within a
630 mile radius of my campus. 1050 miles if coastal\US border school.
INTEREST RESTRICTIONS
In State
I can recruit any players in my schools home state.
Pipeline States
I can recruit any player from pipeline states. The player can't be higher than my team prestige unless we start out as their top school.
Regional & National States
I can only recruit players who I start off in there top 10. The player can't be higher than my team prestige unless we start out as their top school. I must be in the recruits starting 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
I can only recruit players who I start off in there top 10. The player can't be higher than my team prestige unless we start out as their top school. 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.
Tools for figuring out distances
School List
Radius Tool
SLIDERS:
Heisman Offense
Human/Computer
10/60 Quarterback (drop to hum to 5 if to easy)
50/55 Pass Block
40/50 Catch
50/70 RB Ability (drop to hum to 40 if to easy)
20/80 Run Block
Heisman Defense
Human/Computer
50/95 Pass Coverage
30/30 Interception
50/100 Rush Defense
45/45 Tackling
Yearly AWR Adjustments
Another problem with this game is that human player progression is far quicker than the computer. It is not uncommon to see a human player progress +15 AWR points in the course of a season. This makes the game very easy if you do a sim/play setup like I do. To fix this I reset all returning players, who's AWR is greater than 78, back to 78 at the end of each season.
Coaching Contracts
I must complete a minimum of 50% of the length of any Head Coaching contract I sign.
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