Regarding player development:

If I switch a freshman AC signee from one position to another, will I always see an inordinate amount of growth as he adapts to the new position?

I have a guy that was signed as a RB by my AC. I didn't like his numbers there and didn't really need here there either. I did, however, need a TE-badly. So, I switched him over.

He saw some gametime because I have only him and one other guy playing that position.

Over the course of the season, however, he surprised me by growing 30 points.

Is this common? Or do I have an unexpected gem here?
1/24/2008 8:39 PM
A player's growth depend on his potential, his WE, his starts and some additional, mostly lesser, factors. Changing positions doesn't change any of those except sometimes WE. His WE probably benefited from the move to a position with only one player, but other than that his development is probably close to what it would have been without the change. Thirty points growth overall suggests he was a "with your coaching he has room to grow" type of guy.
1/24/2008 9:08 PM
Thanks, snake.

Still, he is an AC signee and- even with that rate of growth- he'll only be a "Solid" as a redshirt senior.

1/24/2008 11:09 PM
Sorry to pound this into the ground. I've been playing for 6 seasons and just started looking at the forums. Core ratings makes so much sense to me...no idea how I could have missed that...and I do have an incredibly elusive offensive lineman.
Anyway, what exactly is vision and out of vision? I understand it is based on your school's success, loyalty, etc..., but where can I go to see my vision? Is there someplace that tells me my recruits max out at 425 or whatever? If I search for a D3 recruit and he comes up does that mean he is in my vision? I guess I'm asking if vision is an abstract concept, or if there is someplace that I can see my vision in concrete format. Thanks for the help
1/31/2008 6:15 AM
Quote: Originally Posted By kenozebi on 1/31/2008
Sorry to pound this into the ground. I've been playing for 6 seasons and just started looking at the forums. Core ratings makes so much sense to me...no idea how I could have missed that...and I do have an incredibly elusive offensive lineman.
Anyway, what exactly is vision and out of vision? I understand it is based on your school's success, loyalty, etc..., but where can I go to see my vision? Is there someplace that tells me my recruits max out at 425 or whatever? If I search for a D3 recruit and he comes up does that mean he is in my vision? I guess I'm asking if vision is an abstract concept, or if there is someplace that I can see my vision in concrete format. Thanks for the help
That's vision. It's not a tangible thing... you won't see any pages or numbers on the subject. If a player doesn't come up in your search, he's not in your vision. The more you succeed, the more likely the players you wouldn't have seen before- when you weren't a good team- show up in your searches later- the better your team is, the more your vision increases.
1/31/2008 8:04 AM
Quote: Originally Posted By columbusbuck on 1/31/2008The more you succeed, the more likely the players you wouldn't have seen before- when you weren't a good team- show up in your searches later- the better your team is, the more your vision increases.
The same is true on the downside. I think of it (what people call "vision") as your window into the master list of recruits.
2/1/2008 7:55 AM
Vision is an artificial constraint created by WIS to limit coaches to recruiting only at their realistic level. This way you can only "see" players who would potentially be interested in signing for you. The idea is that if coaches spend their money on players they can't sign, then they end up with lots of bad AC recruits and then the quality of the competition as a whole suffers.

Of course, just because you can see a player still doesn't mean you are likely to sign him, but that depends on the other coaches in your league.
2/2/2008 8:22 AM
Ok I started to read The Comp***, but it was pretty much using what I ***ume to be the old version of GD? So I stopped. I did, however, read the tripod website manual, and I am still confused about a couple of things:

1. When setting my effectiveness, I set all my lowest-stamina guys to 90%,and then I staggered the %s from there, giving my highest-stamina guys the lowest % rating. My understanding was, the higher the stamina, the longer your player can stay in the game and be effective, whereas your weaker player might need more breaks to stay effective? Did I get that b***-ackwards?

2. When setting my distribution, I tried using the percentages, but I got an error message saying I had to set it equal to 100 for all of the players. I ***umed that since there was only 1 QB on the play-chart, that I didn't have to give a % to QB2, etc. etc. Not only that, but I don't want to slip up and have my WRs and TEs doing running plays, or my star RB doing more catching p***es than running, so I couldn't figure out a solid plan of distributing that made sense to me (since I couldn't tell what the difference was between a "running" distribution and a "p***ing" distribution). So basically my question is, can someone explain the distribution thing in a little more detail to me?

3. I'll just start out admitting this: I don't know diddly about game planning. I don't know what formations to use in what situations for whatever yardage for whatever tendency, blah blah blah. I just don't know. I'm a p***ive football fan trying to immerse myself in the world and attempt to gain a better understanding, but all of this stuff is way over my head. How can I get a more detailed breakdown of how to gameplan and what the significance of each situation calls for, etc.? Because right now, my gameplanning consists of using the same 3 sets, but adjusting the tendencies and styles depending on the downs, which can't possibly be correct.

Basically, I need a whole lotta help.
2/5/2008 11:51 AM
Quote: Originally Posted By jdeezly on 2/05/2008Ok I started to read The Comp***, but it was pretty much using what I ***ume to be the old version of GD? So I stopped. I did, however, read the tripod website manual, and I am still confused about a couple of things:

1. When setting my effectiveness, I set all my lowest-stamina guys to 90%,and then I staggered the %s from there, giving my highest-stamina guys the lowest % rating. My understanding was, the higher the stamina, the longer your player can stay in the game and be effective, whereas your weaker player might need more breaks to stay effective? Did I get that b***-ackwards? The best way to understand is to experiment. If the players you want on the field spend too much time on the bench or you have players play out of position, bring down the effectiveness. Likewise, if your players are playing too tired, move up the effectiveness

2. When setting my distribution, I tried using the percentages, but I got an error message saying I had to set it equal to 100 for all of the players. I ***umed that since there was only 1 QB on the play-chart, that I didn't have to give a % to QB2, etc. etc. Not only that, but I don't want to slip up and have my WRs and TEs doing running plays, or my star RB doing more catching p***es than running, so I couldn't figure out a solid plan of distributing that made sense to me (since I couldn't tell what the difference was between a "running" distribution and a "p***ing" distribution). So basically my question is, can someone explain the distribution thing in a little more detail to me? Distribution does not have to equal 100. QB and RB distribution is how often the run the ball on running plays. WR and TE distribution is how often they are the first look on p***ing plays. Remember, it uses a ratio for players in the game. If you have a player sub in, his distribution will be used.

3. I'll just start out admitting this: I don't know diddly about game planning. I don't know what formations to use in what situations for whatever yardage for whatever tendency, blah blah blah. I just don't know. I'm a p***ive football fan trying to immerse myself in the world and attempt to gain a better understanding, but all of this stuff is way over my head. How can I get a more detailed breakdown of how to gameplan and what the significance of each situation calls for, etc.? Because right now, my gameplanning consists of using the same 3 sets, but adjusting the tendencies and styles depending on the downs, which can't possibly be correct. The short answer is to experiment and focus on formations you practice. It takes time to learn the nuances of gameplanning in GD. Most coaches start with 2 formations. Gameplanning is both down and distance and matchup driven. Feel free to sitemail me if you have specific questions (or a willing veteran as well).

Basically, I need a whole lotta help.
2/5/2008 1:03 PM
Quote: Originally Posted By dukelegend on 12/17/2006
Also look at the talent levels of your teams, if your defense is supperior to his offense in the running department then you can go to heavy run or run to help prevent the chance he tries to p*** in that situation. You are depending on your talent to offset the fact you are not looking for run at all times.
did you mean p*** or heavy p***? im confused about thaat.
2/5/2008 3:33 PM
I think he meant instead of going always run in obvious running situations.
3/13/2008 2:08 AM
Is it possible to redshirt an incoming freshman?
3/28/2008 2:45 PM
As long as you have another season purchased, you can redshirt an incoming freshman once they report. You are allowed 3 redshirts/season
3/28/2008 6:19 PM
Quote: Originally Posted By jdeezly on 2/05/20082. When setting my distribution, I tried using the percentages, but I got an error message saying I had to set it equal to 100 for all of the players. Not what it says at all. This error means any player in your depth chart at a position that has distribution, must have a number set between 0 and 100.
3/29/2008 9:20 PM
This might help some people understand the progression of recruiting skills from level to level ...Recruiting through the Divisions, D-III to D1AI think the current state of GD is good for learning recruiting. As you go up the levels you apply what you learned at the lower level, only in a more competitive climate. Each level relates to the lower level and builds upon what you have learned. Okay, so what does that mean, "what you learned at the lower level?" At D-III you learned roster management, how to have enough of what you need at each position, and what to do about an occasional temporary shortage. You also started to learn the most important cornerstone at all levels, how to evaluate your program's prestige and where that puts you on the food chain, so you have a good idea how good of a recruit you can get with maximum, average or minimal effort. You also started to learn the interactions between your school and other near-by schools over a recruit. At D-II you applied what you learned at D-III. You found more competition from sims, and started to distinguish which recruits already considering sims were worth your effort. As your program's prestige increases, you start to learn about schools from a higher division taking interest in recruits you have your eye on. You may have learned to interact constructively with nearby coaches, although for some misguided reason WIS tries to make that as difficult as possible. With more money to spend, you started to learn cash management, budgeting, or whatever procedure you use to stay realistic in recruiting. With more cash, you also started to try out recruiting at greater distances, and you started scouting out parts of the country where quality recruits at certain positions might fall through the cracks.At D1AA you applied all that you had learned so far, in a noticeably more competitive atmosphere. Pressure on recruits from D1A schools became an every-season factor. Some positions were noticeably harder to recruit than others, and you learned when it was prudent to pursue second best; you also learned a new wrinkle to roster management, distinguishing between some of the best available but also some role players or "depth" players. You also began to see some recruits that weren't fungible, and learned how to decide which ones to really go after, and how to pursue such a recruit.At D1A positions that were difficult at D1AA become urgent -- a state is reached where there isn't a single undecided recriut in the upper echelons at some positions. D1A is the crucible where all your learned recruiting skills are put to the test against other coaches who have had the same educational opportunities. It is the "final exam" of recruiting, each season.
7/1/2008 12:32 PM
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