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Question on My New League - 10/30/2007 4:47:54 PM   
Bobolini

 

Posts: 64
Joined: 2/6/2007
Status: offline
Hey everybody, I have a 16 team High School level league and it's the first year and it's rough, I simulate all games except one team and right now it suffers from massive parity. I'm lucky to see anyone score more than 14 points and most games are like 14-6, 7-3, 10-6, 7-0, etc. Will this change as the league matures in the future? It would be nice if there was more varability with the players and teams. Any suggestions to stimulate my league? Still adjusting to the PDS and game plans so I am a not too hip on those adjustments. I welcome all advice...
Post #: 1
RE: Question on My New League - 10/30/2007 10:49:27 PM   
Deft

 

Posts: 299
Joined: 9/17/2005
Status: offline
Game plan and the play design are huge because unless they are solid, you will have big holes in results.  What are you using?  Another option is to increase the range of attributes (speed, strength, etc..) in you Maindata file.

(in reply to Bobolini)
Post #: 2
RE: Question on My New League - 10/31/2007 1:17:37 AM   
garysorrell


Posts: 2176
Joined: 1/29/2005
Status: offline
Deft is correct about gameplans and plays. Variety from team to team will make a huge difference. Also, Team Profiles are important. Im sure, upon creation and start of a new league, the teams all use the same profile. So what that means is if the first 3 players on each teams profile are QB, every team in the league will take a QB each of the first 3 rounds. Same with each position on the profile. What this means is that the team drafting first always will get the best player at each position.

Also, matching of teams talent to playbook is a good idea. It all may require some work, but its worth it.

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RE: Question on My New League - 10/31/2007 2:34:46 PM   
garysorrell


Posts: 2176
Joined: 1/29/2005
Status: offline
To add to my above comments, also remember:
Wait for a season or two and you will see players develop up and down thanks to aging and training camps. So teams will start to vary more. Some teams get better, some worse. You would then see more lopsided scores, blowouts and such.

Oh, and if you are simming games, as opposed to letting them play out, you will always see a difference.
I have an 8man indoor league that uses 5min qtrs. If I sim, the games usually have 14-7 scores. If I let them play out CPU v CPU, I see things like 35-30 and so on. High scores and big stat numbers.
Also, playclock setting makes a difference. I usually use 20sec. It makes the teams run more plays, sim and real time. So stats and scores will be higher. The QBs handle the shorter span just fine. My playbook uses unlimited motion, so I usually have players moving all over the place before the snap. Havent had any problems yet with delay of game or anything.

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