Sim Dynasty

View Old Forum Thread

Old Forum Index » Football League Forums » Premium (Multi-Season) Leagues » Barry Sanders Football League » Multi-season rules
Admin

Multi-season rules

August 18, 2011 at 08:50PM View BBCode

I am still in the process of updating the Game Guide with rules related to multi-season play, but here is the summary of what's different in Multi-Season:

SALARIES:

- In subsequent seasons, all players salaries are recalculated. They may go up or down, but there are some limits to how much they can increase in case there is some radical shift in the talent pool. The salaries are all normalized so the top player in the league usually makes around the same amount, so there shouldn't be rampant inflation overall.

- College players who are ready for the draft will ask for salaries about 80% of what an equivalent pro would ask for. However, due to SCAA regulations, they cannot make any salary demands until their college career is over (i.e. after the offseason.)

- When a player is cut or traded, you are immediately off the hook for his salary.

- If a trade takes you over the salary cap, you must get below the cap before the first quarter of the next regular season game or players will be automatically cut to bring you under the cap.

- Players who have been on the waiver wire for more than 1 week will drop their salary demands by 10% every week to make themselves more attractive, until they are picked up or reach their minimum wage.


COLLEGES/SCOUTING:

- Each year, starting in 1961, there will be a 7-round college draft. Coming in game time in April, in real time it occurs at 10:30PM the day after the offseason runs.

- There are 64 colleges in the SCAA (Simulated College Athletic Association), arranged into two divisions of four eight-school conferences each.

- At this point, the schools are filled with freshmen, sophomores and juniors. When the first regular-season game starts, school will also start, and these students will advance and a new crop of freshmen will appear.

- All college players who are uninjured and eligible to play will get improvement chances during each week, and these improvements are visible on their player cards.

- Each week, each college will determine who is on their First String, Second String, Special Teams, and Backups. This designation (along with Attitude) determines how many IC's each player may get and how their training plans are set.

- A student's "soft skills" (Potential, Health, Stamina, Attitude, Aggressiveness, Execution) are not immediately known when they arrive in the system as freshmen. They will become known over the course of their college career, but only as Low, Medium or High.

- Clues to Health, Attitude and Execution are available, in that players do get injured in college, and low Attitude players may occasionally find themselves on suspension by the SCAA. Conversely, low Execution players may have academic problems and find themselves occasionally on Academic Suspension.

- In Week 4, invitations to the Scouting Combine will be sent to the top seniors, and a handful of juniors will make known their intent to declare for the draft. This group of players makes up the initial draft pool, and at this point you may start ranking the draft. (This happens by default in week 4 so you can have your bye week to rank the draft.) For simplicity, this pool of players is referred to as the "declared" players, and they are marked with an asterisk on the college rosters.

- Seniors who have not been invited to the Combine are still eligible to be drafted. These seniors will have a checkbox on their college roster page. You can check this box to add them to your draft ranking list; they will initially appear at the bottom of the list. Other owners will not know that you have this player on your list, as he will still not be invited to the Combine. This allows you to identify potential sleepers (usually with high Attitude and Potential) that other owners may not notice.

- Schools are ranked in order of the strength of their athletic programs. The best college players tend to enroll in the higher ranked schools, but some players choose a school for other reasons, and players who might be a backup at a top school may be first string at a lower school and develop better, so there are benefits to keeping an eye on some of the lower schools.

- The final element of scouting is the Scouting Combine. This takes place in the offseason, and allows you to see how a player's skills translate into real-world performance.

- After the draft, all undrafted seniors and undrafted declared juniors will move to the Waiver Wire. These players, if not picked up, will start leaving football en masse in the offseason. Whether they quit is highly attitude-dependent, but on average 30% of these players will quit each offseason.


OFFSEASON/DECLINES:

The Offseason occurs at 11pm the night the Sim Bowl completes. Players do not improve in the offseason, but they do decline. Although any player may decline, in general they don't start seriously declining until age 30 with the exception of RB's who start declining around 27.

Each player actually improves and declines a little differently, so all ages in this section are average ages. Players may improve as a player a year or two older/younger than they are and may decline as a year or two older/younger than they are.

There are two separate parts to decline: A player gets a number of decline chances based on his age, so the two parts are 1) which skills to those chances land on and 2) how likely is that skill to actually decline.

Age 24: 45 decline chances
Age 25: 49 decline chances
Age 26: 54 decline chances
Age 27: 59 decline chances
Age 28: 64 decline chances
Age 29: 69 decline chances
Age 30: 74 decline chances
Age 31: 79 decline chances
Age 32: 85 decline chances
Age 33: 90 decline chances
Age 34: 96 decline chances
Age 35: 102 decline chances
Age 36: 108 decline chances
Age 37: 114 decline chances
Age 38: 120 decline chances
Age 39: 126 decline chances
Age 40: 132 decline chances

For most skills, the chances of a decline being "successful" are:

Under age 28: 1.0%
Age 28: 1.5%
Age 29: 2.5%
Age 30: 7.5%
Age 31: 12.0%
Age 32: 25.0%
Age 33: 35.0%
Age 34: 50.0%
Age 35: 67.5%
Age 36: 80.0%
Over age 36: 90%

RB's are a bit different, their skills deteriorate faster because of the wear and tear they get:

Under age 26: 1.0%
Age 26: 3.0%
Age 27: 5.0%
Age 28: 7.5%
Age 29: 12.5%
Age 30: 37.5%
Age 31: 60.0%
Over age 31 : 90.0%

As far as which skills are more likely to be selected, let's consider the average chance of a skill to be selected to be 100% (i.e. "normal"). Skills that are different are:

Throw Acc: 40%
Throw Power: 80%
Carrying: 120% (220% for RB's over 25)
Break tackle: 110%
Jumping: 120%
Speed: 160% (310% for RB's over 25)
Kick power: 120%
Kick accuracy: 75%
Agility: 130% (250% for RB's over 25)
Catching: 80%
Pass cover: 90%
Kick return: 80%

So it's these distributions that cause various player roles to have longer or shorter careers.

Declines are a percentage of the total score ranging from .5% to 2.5%. Because of this, very high scores will fall off faster. The minimum decline is a half a point; the maximum is 2.5 points. (Thus, a player with a score of 50 who gets lucky and catches the minimum decline of .5% should fall .25 points but as there is a minimum .5 point drop he goes to 49.5.

Note that Attitude and Potential have no effect on declines.

Again, all of these ages are average ages. Some players age or decline as if they were a year or two older or younger, and a handful of players like they are two years younger or older. "Improve age" and "Decline age" are set separately for each player, causing some players to have more compressed careers and some to have more elongated careers. Right now, the only way to tell if your players have shorter or longer career curves is to observe their improvement and decline rates.

OFFSEASON/RETIREMENTS:

The primary factors related to retirement are Attitude and overall skill, and for some players health. Players over 28 suffering from poor (F) health or who's overall grade is under C+ (perhaps a low B- in the case of bad Attitude) may retire. Players over 32 on the waiver wire may retire at any time no matter what their skill (again, Attitude-based), and players over age 28 who aren't getting at least 10 minutes of playing time in a season may retire (again their decision is a function of Attitude). But for the most part, many football players will hang on past their prime and are likely to be cut to comply with roster limits.

--Chris

Pages: 1