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tworoosters

Strange Draft - Trial League

July 01, 2011 at 05:29PM View BBCode

In my trial league. the [url=http://football.simdynasty.com/standings.jsp?lid=2]JRFL[/url] I ended up with 11 linebackers in the initial draft.

Since we have no control over this I think AFE should have some sort of "don't pick more than" option for each position .
Admin

July 06, 2011 at 02:59PM View BBCode

I've noticeed that before, and I've already tried to compensate. Linebacker is the easiest position to get decent ratings in, so when you get to the bottom half of the draftees, most of the apparently better ones will be linebackers. That and the fact that more linebackers are generated than any other position.

Here are the percentages of each position generated out of the entire pool:

QB, 5.2000
RB, 9.3000
WR, 10.2000
TE, 5.3000
C, 3.6000
G, 7.5000
T, 7.5000
DT, 7.2000
DE, 8.5000
LB, 13.0000
CB, 9.5000
S, 8.5000
K, 2.2000
P, 2.5000

There are some random variations of course but all draft pools use these numbers as a basis. I think 75% of the pool is based strictly on these percentages and the remainder is random but using these percentages as a guide.

So at the end of the first 5 superrounds of the draft, there will be more LB's available than any other position and they will on average have higher overall ratings. I've seen occasional drafts that are CB-heavy but I think just hard-coding a maximum number at each position in the draft is a simple way to go. (I can hard-code something in minutes whereas putting in an interface setting can take days of design, coding, and testing.)

On the other hand, 11 LB's isn't completely out of whack. Drafting 70 players, these numbers would result in a distribution roughly like:

QB 4
RB 6
WR 7
TE 4
C 3
G 5
T 5
DT 5
DE 6
LB 9
CB 7
S 6
K 1
P 2

RB and K are a toss-up, as they actually average to 6.5 RB's and 1.5 K's.

I have had drafts, though, where almost all my inactive players were LB's, so some sort of limit is certainly valid.

--Chris

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