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tsweezy

[Recruiting Sim Suggestion] - Bonus for players who would start

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So I was thinking of making both a more "realistic" and helpful balance sim change.

As noted, this season TCU has cleaned up with tons of 5.0 players, but many of whom will end up riding the bench for much of their careers.

 

Conversely, I think there should be a point representation for the draw of starting right away.

So, I am thinking, if a recruit would have a higher potential at his position than any other player on the roster, points spent on him have an additional (20?)% bonus. 

It could also be scaled, i.e.

If a recruit would be a better potential than any freshman, sophomores, or juniors on the roster it's plus 15%

if better than any freshman or sophomores, plus 10%.

 

This enables schools to more effectively plan out cycles for positional recruiting rather than rely on what state pro players are generated in which leads to more lopsided depth charts than we see irl.

 

This proposal does rely on having full roster data for every school, but I pretty much have all that in excel already and would be more than happy to assist in any means necessary to implement

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So at least in theory I like this idea that you can try and plan for holes in your roster to try and have guys that you could start right away, but in general I think it would be hella time consuming to implement.  It's one thing to have the data and everything, but it's another thing to add it to the interface and get the math right on it.  The interface is already great and I appreciate the work that inspiral has put in it, but adding this and having 1 person try and keep track of all the roster depth for a team is a daunting and time consuming task for someone to do. 

If we had a better system to keep track of it all and it was easier to add to the interface, maybe it would work, but I think it could be too much to add in.

 

I've thought of other ways to try and round out stuff like that, but I think due to how much it would rely on roster knowledge of literally every team in the sim, it would get hairy really quick.  Doable for a season or 2, but multiple years down the road would get tough.

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Potentially it would be easier for some high end croots to be generated where they only look at schools that they will start right away. So, if you croot them, you are required to start them as a FR, or you will face a penalty on croot points the following season and they are guaranteed to transfer. 

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I think that team needs takes care of this on the front end and the transfer portal on the back. If anything we should look at strengthening or tweaking those. This would also give a huge across the board boost to the shittiest teams in the game. A 5* recruit would likely be the best player on many of the G5 and FCS schools. So by default they are getting an automatic 20% boost on literally any recruit that they want. This isn't really realistic as most recruits do look at playing time, but 5*s are still going to Alabama where they'll ride the bench a good chunk of their career. 

 

Also, we'll have to dig into the data, but the problem you are talking about with pro-player advantage in home states has largely been nerfed. Look at TCU which you brought up. Not a single one of their recruits was even from a border state. So in terms of addressing the problem you're talking about, I'm not sure this is a better solution than team needs and the transfer portal. The 10 active croot rule should also cut down on this some too. But the reality is, the blue blood programs are all harboring deep NFL talent that are probably only gonna start one or two years. So I'm not sure we even need this change. 

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