Six easy game improvement suggestions Topic

These suggestions are intended to be fairly straightforward to implement and, I submit, would dramatically improve the game without involving a complete engine overhaul or significant interface changes.  They are as follows:
  1. The most significant distortion of college basket to HD is that there is a significant advantage for teams that run a Full Court Press (“FCP”): there simply are not enough defensive break downs.  Without doubt, to more closely mirror reality, the combination defenses (press/M2M & press/zone) should be run as the norm, and not FCP.  FCP teams should get fatigued much more quickly than they do at present as they are giving up control of the game tempo as a tradeoff for generating more turnovers.  Suggestion: FCP teams (whatever offense) should not be able to run slowdown.  Moreover, Fastbreak  & FCP teams should not even be allowed to run at normal tempo, but should always be compelled to run at up-tempo.  For teams that select FCP for the end of game situations, the end of game offense “time remaining” duration should be compelled to be identical to the defense “time remaining”, so that the tempo should be similarly limited.   
  2. Player Roles Scouting Trip – This would be an additional recruiting function that would adjust the likelihood of your assistant coaches responses according to your own defined player roles.  Assume that you have defined a player role “PG” to be heavily biased towards SPD, DEF, PER, BH & PASS, then you select the “Player Roles Scouting Trip” and the likelihood that your assistant coach responds with potentials in those categories is substantially increased over ATH, REB, SB, LP, STAM.  It would have to be priced at, say, 150 - 200% of a regular scouting trip, have no increased “recruiting effort” credit over a regular trip, and would need to have a maximum likelihood of a particular category response appearing among the 4 and a minimum likelihood (to prevent coaches from putting 100% into one category of the player role to guarantee that response).
  3. During the initial, 2 hour, recruiting cycle, home visits (“HV”) and campus visits (“CV”) should be prohibited.
  4. W-L records against human coaches, currently available under the “Next Game” tab, should always be available under the “Stats” tab on a world-by-world basis, of course.
  5. Players with initial “capped” or “low-low” stamina when recruited, often lose stamina points during the offseason, but are unable to recover to the level at which they were originally recruited.  This should be patched to prevent players that reach their maximum stamina from losing conditioning during the offseason or to make them more likely to recover to their initial rating.
  6. The very first “coach call” for any recruit should provide the H.S. or JuCo team’s offense & defense, but without opinion as to the target recruit’s system IQ until the second and subsequent calls.  
Discussion:
  1. Many forums, such as this one, discuss HD’s skew towards FCP defense as compared to real life.  The gist of most of these discussions is that, in reality, almost all “FCP” teams play what, in HD, would be a combo defense.  However, in HD most coaches shy away from combo defenses to maximize team IQ.  The change suggested would place a limitation on FCP teams that would require greater team stamina and depth than necessary at present.  That would provide a substantial benefit to attempt to run a combo defensive system that does not currently exist.  To wit, a combo defense could be run at slowdown, whereas a FCP defense could not.  That should also generate more FCP defensive breakdowns based on fatigue, as one would expect to occur when trapping full court.
  2. I anticipate universal acclamation for this addition.  It might require a little work to make a recruiting tool with a dropdown frame that allowed selection of a coaches defined roles, but it would make use of the new “player roles” functionality to provide the targeted scouting report for which most coaches now clamor.  I believe that it would still be necessary that the responses still be random, but that this would allow the coach, for an additional fee, to tip the scales in favor of useful responses.  It would make no sense to have the extra cost increase the "effort" perceived by the recruit over a regular scouting trip.
  3. It makes little sense that the short cycle (representing, say, the first week that recruiting contacts are permitted in real life) would have HV or CV as a feasible option.   That would come after initial contact by text, phone, email and/or coach calls in real life (no such requirement is suggested on a recruit by recruit basis).  Further, many coaches likely operate at a disadvantage to others that can jump that first cycle and that may operate as a barrier to game entry for some segment of the interested population.  Also, it is my supposition that D1 battles for high level recruits would be promoted by allowing coaches a first cycle to scout without need to lock down recruits early to scare away competition. 
  4. No comment needed.
  5. No comment needed.
  6. This makes intuitive sense to me; that a H.S. or JuCo coach (if they answered the phone at all) would be only to happy to talk about their program.  So, there is no way that more than one call would be needed to garner the team’s system.  The current responses would remain identical for all subsequent coach calls.
[Reposted from the suggestion forum for comments - Later edit to clean up numbering]
 
8/5/2012 7:18 AM (edited)

You've obviously put a lot of thought into your ideas and I'm intrigued by them.

#1, Making a major change to the engine, as in #1, may be problematic. I'm not sure how long you've been playing the game but, a few years ago, FCP was VERY dominant at DII and DIII. An engine change made the defenses more balanced and I think it's about right.  I've won championships with man2man which wasn't possible before the change.

#2. You suggest prohibiting HV and CV during the first 2-hour cycle.   I sometimes make a HV early, in order to get considered by a recruit.  I check the results at 8 p.m. EST before going to bed at 10:00 p.m.   I don't want to stay up until 11:00 p.m. to find out if I'm being considered or not. 

 
 

8/5/2012 6:43 AM
Thanks for the note alblack.  

On #1, let me clarify.   The idea is no engine change at all.  Right now, fastbreak offenses cannot run slowdown.  When you choose slowdown for your fastbreak team, it is run at normal tempo...that is the kernel of the idea.  So, if that is already in the game, then the following might be easy to code:
  • FB / FCP in combo = always uptempo (eliminating normal as well);
  • FCP with motion/flex/triangle = either normal or uptempo, but not slowdown; and
  • The halfcourt press & m2m and halfcourt press & zone "combo" defenses would be unaffected (as would m2m & zone).
There might be a more elegant solution to the end-of-game planning exceptions, I couldn't think of how to accomplish this for the last 6 minutes without tieing the offense tempo to the defense selection whenever FCP defense is selected.  My expectation is that many FCP teams would run into more fatigue issues and suffer more defensive breakdowns simply by eliminating the slowdown tempo.   Thus, coaches would begin to prefer to run combo defenses of their own accord (in order to prevent the fatigue issues that pure FCP would engender).   

On #2 [my point 3 - now that I fixed the numbering], I think you understand my thought perfectly.   I have exactly the same personal reservation, but I think that the delay on HV & CV might have very good repercussions to out weigh it.  There might even be westcoasters that think the current setup is unfair (if they couldn't get to the first cycle while at work or commuting -- I'd like to hear), then it might be a barrier to entry for some population.  Perhaps the easier fix would be for some worlds to start at staggered times and let coaches choose worlds based, in part, on time of day of the initial recruiting cycle (currently always 3-5 pm pacific - no?).


8/5/2012 7:44 AM
It seems, that every time the game is made more complicated, (the addition of potential, for example), we lose more seasoned coaches and attract fewer newer ones.  Or, worse, the new coaches leave after only one season. I think the complicated nuances of the game are the biggest barrier to it's growth.   As one who's mentored several new caoches, I can attest to that fact. It's darn near impossible to explain recruiting,  game planning, potential, etc. in a sitemail.  Your idea of 'Player Role Scouting Trip', while interesting,  adds another layer of complication .
8/5/2012 8:27 AM
even easier - allow action to be entered during the 6 or 12 hours prior to the initial 2 hour cycle - the single worst feature of HD is the narrow window for the first "move"
8/5/2012 9:00 AM
Posted by fd343ny on 8/5/2012 9:00:00 AM (view original):
even easier - allow action to be entered during the 6 or 12 hours prior to the initial 2 hour cycle - the single worst feature of HD is the narrow window for the first "move"
That is an attractive adjustment as well.  I wouldn't really know whether there is a background problem that prevents the recruiting functions from being available early, but perhaps there could be an overlay that would allow pre-ordering of a few useful functions for each or every player on your tracking list: a phone call, a letter, or a coach call could be a preset for the first cycle.  
8/5/2012 9:14 AM
having just been involved in a losing D1 battle, for a simple yet helpful addition, can we have a drop down menu to do multiple campus visits the way we can for home visits.  it's annoying to have to click 15-20 times separately (especially from an I-phone).  a drop down menu is simple to add and would be very appreciated
8/5/2012 9:17 AM
Posted by alblack56 on 8/5/2012 8:27:00 AM (view original):
It seems, that every time the game is made more complicated, (the addition of potential, for example), we lose more seasoned coaches and attract fewer newer ones.  Or, worse, the new coaches leave after only one season. I think the complicated nuances of the game are the biggest barrier to it's growth.   As one who's mentored several new caoches, I can attest to that fact. It's darn near impossible to explain recruiting,  game planning, potential, etc. in a sitemail.  Your idea of 'Player Role Scouting Trip', while interesting,  adds another layer of complication .
I'll admit it.  In games for which I pay, I like complexity, but I don't think it would be very difficult at all.

Remember how the boosters line looked?  The dropdown menu could just refer back to your player roles.  Don't the player roles come with presets for noobs?  I admit that it would be necessary to have bland definitions of 1 - 5.  

However,  I count 11 categories of possible answers, out of which 4 are randomly selected.  So, each has a 9.1% chance of being selected on each of the 4 (combinations? - it's been a while).  My thought would be that a floor percentage of say 5% likelihood and a ceiling of 25% to which the likelihood of any particular category response could be pushed by the assignments in the selected player role.   That way, for a little extra cost, you can tell your assistant coach that you are sending him to scout a PG or a C.  


8/5/2012 9:24 AM
Maybe I'm missing something, but I don't understand why you're linking defensive style with offensive tempo in #1. Fastbreak can't run slowdown because, in essence, that would create a contradiction with the offensive style. 

With defense though, there's no such contradiction. There's no reason as a coach I can't tell my team to raise cain on defense with a press but, in the cases where we don't get a turnover and force a score in transition, to work the shot clock deep. The fact a team runs a press in no way disavows that they couldn't execute a patient and deliberate style of offense should they choose. 

It seems to me the issue you're trying to address is that you don't feel players are getting fatigued enough in the present engine when running the press. If that's the case, wouldn't the solution then be to tweak the rate of fatigue settings within the engine to accelerate the process?

As for the HV/CV idea, I like the pre-programming idea for first-cycle actions. For instance, Iba just rolled overnight...there's no reason I couldn't be spending today inputting first-cycle actions rather than having to carve time out of my Monday afternoon at work or a mad dash through the door and onto the computer after I get home to do it. The money's there, the rosters have updated...it's a day and a half of thumb twiddling. While the two hour window is hard for some to hit (myself included some seasons) I can't imagine anyone playing this game who couldn't find time in a 36-hour window to pre-program their actions in all but the most extreme cases. 

One sort of "think aloud" question here though (asked as much to make sure I'm not misunderstanding the way this game works) -- since consideration credit doesn't start tallying for 24 hours, is there really a need to ban HV/CV actions on that first cycle? I can't speak to the D1 element of the game, so maybe life is different up there from the D2/D3 life I know, but I don't see how my opponent dumping 10 HV's on a recruit in the first two hours prevents or limits my ability to do the same thing with equal effect in the second cycle. Assuming all other things are even, if Team A dumps 10 HV's on a recruit in the mini-cycle and Team B dumps those visits in the first full 3-hour cycle, they've accomplished the same recruiting effort, right? Or is there some nuance that I'm failing to consider here? 
8/5/2012 1:31 PM
Posted by rednu on 8/5/2012 1:32:00 PM (view original):
Maybe I'm missing something, but I don't understand why you're linking defensive style with offensive tempo in #1. Fastbreak can't run slowdown because, in essence, that would create a contradiction with the offensive style. 

With defense though, there's no such contradiction. There's no reason as a coach I can't tell my team to raise cain on defense with a press but, in the cases where we don't get a turnover and force a score in transition, to work the shot clock deep. The fact a team runs a press in no way disavows that they couldn't execute a patient and deliberate style of offense should they choose. 

It seems to me the issue you're trying to address is that you don't feel players are getting fatigued enough in the present engine when running the press. If that's the case, wouldn't the solution then be to tweak the rate of fatigue settings within the engine to accelerate the process?

As for the HV/CV idea, I like the pre-programming idea for first-cycle actions. For instance, Iba just rolled overnight...there's no reason I couldn't be spending today inputting first-cycle actions rather than having to carve time out of my Monday afternoon at work or a mad dash through the door and onto the computer after I get home to do it. The money's there, the rosters have updated...it's a day and a half of thumb twiddling. While the two hour window is hard for some to hit (myself included some seasons) I can't imagine anyone playing this game who couldn't find time in a 36-hour window to pre-program their actions in all but the most extreme cases. 

One sort of "think aloud" question here though (asked as much to make sure I'm not misunderstanding the way this game works) -- since consideration credit doesn't start tallying for 24 hours, is there really a need to ban HV/CV actions on that first cycle? I can't speak to the D1 element of the game, so maybe life is different up there from the D2/D3 life I know, but I don't see how my opponent dumping 10 HV's on a recruit in the first two hours prevents or limits my ability to do the same thing with equal effect in the second cycle. Assuming all other things are even, if Team A dumps 10 HV's on a recruit in the mini-cycle and Team B dumps those visits in the first full 3-hour cycle, they've accomplished the same recruiting effort, right? Or is there some nuance that I'm failing to consider here? 
The first coach that the recruit considers has the advantage, primarily because it discourages many other coaches from trying.  So there is an advantage in doing the HV's in the first cycle
8/5/2012 2:06 PM
But isn't that more a perceptual/psychological advantage than a real game mechanics advantage? If I'm first on the recruit,  I get the bragging rights of 'woohoo! I'm first!' but nothing tangible from the game itself until the first 24 hours pass and I'm still the only team being considered, right? It's not originating from the game, but from fellow coaches who opt not to play chicken with me to see who wants Player X more. 

Also, isn't the "advantage" of pouncing on a kid first cycle offset by advantages received by the slower-acting coaches? After all, if I do nothing the first cycle or two, I now get to see how things have shaped up. I save money by not even making initial contact with recruits that were jumped on early by teams I can't realistically win battles against. I can eyeball states that other nearby schools may not have FSS'd and can target them. If Team A is on a recruit I want and I don't feel there to be a suitable comparable player to go after, I'm able to analyze Team A's consideration list, see how many states may have been FSS'd based on where the players considering him early are, how many other battles that coach might be in and make a more informed decision about trying for that player? The fast-acting coach gets a psychological advantage only if I choose to give it to him, whereas by acting fast, he's provided me with a very tangible benefit of information from which I can make more informed and strategic decisions. 

I guess what I'm failing to see is how things really change if HV's and CV's are abolished for first cycle. In essence, you're just pushing back the race to see who can get on a kid from the first cycle to the second cycle. The same psychological advantage of getting your name listed first on the recruit's consideration list will continue to exist because it is the people playing the game, not the game itself, that's creating that edge. 
8/5/2012 3:10 PM
when the new engine was first introduced fatigue worked like I think you think it should, and FCP teams all got sucky coz everyone got tired all the time, so seble nerfed the fatigue rate and the fatigue effects and now FCP seems to be dominant again. M2M is more competitive than it used to be I think, so I guess most people are ok with where its at. I liked it better before the nerf coz running uptempo at a press team might actually do something good for you. After the nerf I tried going uptempo against a (rather studly its true) team with just 8 scholarship players and still couldn't get them tired with my 12 man roster...
8/5/2012 3:42 PM
I definitely would.like to see the fcp teams get more fatigued.
8/5/2012 4:42 PM
Posted by rednu on 8/5/2012 3:10:00 PM (view original):
But isn't that more a perceptual/psychological advantage than a real game mechanics advantage? If I'm first on the recruit,  I get the bragging rights of 'woohoo! I'm first!' but nothing tangible from the game itself until the first 24 hours pass and I'm still the only team being considered, right? It's not originating from the game, but from fellow coaches who opt not to play chicken with me to see who wants Player X more. 

Also, isn't the "advantage" of pouncing on a kid first cycle offset by advantages received by the slower-acting coaches? After all, if I do nothing the first cycle or two, I now get to see how things have shaped up. I save money by not even making initial contact with recruits that were jumped on early by teams I can't realistically win battles against. I can eyeball states that other nearby schools may not have FSS'd and can target them. If Team A is on a recruit I want and I don't feel there to be a suitable comparable player to go after, I'm able to analyze Team A's consideration list, see how many states may have been FSS'd based on where the players considering him early are, how many other battles that coach might be in and make a more informed decision about trying for that player? The fast-acting coach gets a psychological advantage only if I choose to give it to him, whereas by acting fast, he's provided me with a very tangible benefit of information from which I can make more informed and strategic decisions. 

I guess what I'm failing to see is how things really change if HV's and CV's are abolished for first cycle. In essence, you're just pushing back the race to see who can get on a kid from the first cycle to the second cycle. The same psychological advantage of getting your name listed first on the recruit's consideration list will continue to exist because it is the people playing the game, not the game itself, that's creating that edge. 
I expected this suggestion to have some detractors, but I'm not sure that I agree with the characterization of that strategy as "playing chicken".  However, for the sake of argument, assume there is no actual advantage gained by the coach jumping early.  My first thought is that this recruiting tactic lacks reality as there is no way that HV or CV would be scheduled in the first week/"cycle" in which a recruit could be contacted.  

More importantly, at high D1, it may be that money could be drained from the overall recruiting "economy", if you will, by coaches choosing to scout players whom they would otherwise avoid when seeing other top-tier teams on the considering list.   That is, the recruiting landscape might actually skew back towards top-tier teams fighting for top tier talent, provided they are provided no other option in the first cycle, but to send scouting trips, coach calls, etc., but cannot lock down a target immediately.   My supposition is that there is a trickle down effect in the "economy" that leaves Big 6 schools much too much money to use to poach middle tier talent, etc., etc...   Some of Seble's comments during the last update have informed this opinion. 

Third, this means that many coaches may be using FSS to the exclusion of scouting trips (except as needed to pulldown).  I think that, too, alters the economy from the intended operation.

This change may be insufficient to have much effect, but, you know "a butterfly flaps its wings..."  
8/5/2012 6:08 PM
Posted by fd343ny on 8/5/2012 9:00:00 AM (view original):
even easier - allow action to be entered during the 6 or 12 hours prior to the initial 2 hour cycle - the single worst feature of HD is the narrow window for the first "move"
+1
8/5/2012 7:21 PM
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