Sim Dynasty

View Old Forum Thread

Old Forum Index » Football Beta Testing » Football Beta Test Discussion » Improvements
celamantia

Improvements

December 10, 2010 at 07:42AM View BBCode

[size=4]Player Improvements and Declines[/size]

Overview
During the course of the football season, your players will improve and decline based on that player's playing time, training plan, and individual factors such as Age, Potential, and Attitude. These improvements are noted in your players' records as your coaching staff records them.

Improvements are accumulated from a set of Improvement Chances, or IC's, accumulated over the course of each game. During the week between games, your players will practice and train based on the training plan you outline for them, including which role to Train As and what kind of Drills to run between scrimmages, and just prior to the next game your coaches will prepare their reports and add records of each player's Improvements in their Player Cards.

Improvement Mechanism
Player improvements occur during the week before a game, based on each player's individual training plan. Improvements are tracked internally to a tenth of a point, and a successful improve may encompass a range from a fraction of a full point to over a full point. Thus, in leagues using letter grade systems, counting improvements will not give an exact value of a player's grade, but should provide a good estimation. Average improvement sizes are larger for low grades and smaller for high grades. The maximum value for any ability is 100.0.

At the end of the week, immediately prior to playing the first quarter of the next game, Improvement Chances are processed based on your selected Training Plans for each player and may be converted to Improvements. The chance of converting an Improvement is based on a player's age and Potential, so players with a higher Potential will convert more improvements over time.

For most abilities, the conversion chances are roughly as follows:

age 20: 42.5%
age 21: 52.0%
age 22: 57.5%
age 23: 45.0%
age 24: 32.0%
age 25: 11.0%
age 26: 7.5%
Older : 5.0%

This chart is correct for most players; some players may improve at a slightly faster or slower rate, as if they were a year or two older or younger than their actual age.

Most abilities follow this pattern; however, Execution and Throwing Accuracy continue to improve into a player's early 30's, while Speed improvements fall off almost completely after age 24.

Training Plan

There are two types of improvements available in your Training Plan: Position Training and Drills. These are set on the Roster page, in the far right columns.

Position Training trains a player in areas that are important to a particular position or role. Improvements will be earned in the skills that make up that role's overall score, in roughly similar proportions to that skill's importance to the overall score. Any player may train in any position or role; however, if you are training a player in a role or position that is not connected to that player's natural position, Execution improvements cannot be earned.

Drills are meant to help you target improvements for abilities that are not part of your position's basic skill set. About 60% of your improvements go to the skill set of the position you are training for and 40% go to your drills.

The default drill is A, which means "All-Around". This drill does not concentrate on any area, and can result in improvements in Speed, Health, Agility, Execution, Stamina, Jumping, Hands, Tackle, and Strength. The conversion rate is a little lower than the more targeted drills.

Targeted drills are different from the All Around drill in that they have a higher conversion rate for the abilities that they target, but they also may reduce one ability that is opposite to the targeted goals of the drill. For example, Weight Training drills build strength, but they add bulk to a player reducing his overall speed. Conversely, running Sprints may improve a player's Speed and Agility, but they tend to make a player lose weight and thus Strength. The targeted drill groups are:

C - Conditioning - This is an exception to the others because it only improves two skills and has no "downside". This improves Health and Stamina, and as a bonus any player training in Conditioning will have his Conditioning score for the next game at 100%. It is recommended to have players coming off an injury late in the week prior to a game to have Conditioning drills in his training plan; this is also useful for players with Attitude problems who do not put in enough effort on the training field to be at their top Conditioning.

D - Discipline - Discipline training improves Attitude, Execution, and Hands; it reduces Aggressiveness.

F - Footwork - Footwork drills increase Agility, Jumping, and Break Tackle; they reduce Strength (on the theory that as you become more agile you may lose weight)

K - Kicking - Kicking drills increase Kick Accuracy, Kick Power, and Execution; they reduce Endurance (as kickers don't really need it). This helps make up for the fact that kickers tend to earn fewer IC's overall.

S - Sprints - Sprint drills improve Speed, Agility and Pursuit; they reduce Strength.

W - Weight Training - Weight Training increases Strength, Stamina, and Tackling, and reduces Speed.

Accumulating Improvement Chances

Improvement Chances (ICs) are accumulated separately for Position Training and Drills. Only full IC's are attempted to convert to Improvements at the end of the week; fractional ICs will roll over to the next week.

ICs are allocated as follows:

Position Improvement Chances (improvements applied to those attributes most important to the position selected for training):

All players on roster: .5
All players on the active roster: +.25
All players who appeared in that week's game: +.25
Time played in game: seconds of play/900 (maximum +2.0)*
Young inactive players: +.5 for each year under 25
Bye week: +1.0

*: Time played means total time in the game, not clock time, so the time resetting after a play and in the huddle counts even if the clock is stopped. (i.e. it uses the same timer that fatigue is calculated on.)


Drill Improvement Chances (improvements applied to the set of attributes in the selected drill set):

All players on the roster: .5
Attitude (work ethic) bonus: Attitude/400 (i.e. 0.0-0.25)+random(Attitude/200) (i.e. 0.0-0.50) *

*: Thus, Attitude is, on average, worth just over 1 IC per 10 points of Attitude over the course of a 21-week season (16 games + bye + preseason).

[Edited on 12-10-2010 by celamantia]

[Edited on 12-10-2010 by celamantia]
The_Old_Bear

December 31, 2010 at 12:53AM View BBCode

What about drilss for blockers? I don't need my offensive lineman to gain strength and tackling. I need them to gain strength and blocking.
celamantia

December 31, 2010 at 01:46AM View BBCode

Blockers' position training will cover their primary skills. The only positions that have direct drills are kickers because nothing other than kicking is usually expected of them whereas most other players can find themselves doing other things (your offensive line will want to know how to tackle in case of an interception, or stints on the kickoff unit, or for punt returns, etc.)

--Chris
cowboymatt43

July 26, 2011 at 11:48PM View BBCode

Any thoughts about an improvement report and a past skills interface like on the baseball side?
Admin

September 08, 2014 at 02:55AM View BBCode

Right now the past skills report isn't possible. The reason for this is that improves are not a fixed amount in football. In baseball, the report takes your current skills and subtracts the number of improves, but subtracting the number of improves in football is meaningless without knowing how large each improvement was.

Chris

Pages: 1