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Improved Scrimmages

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24281.1
Date: 4/13/2008 11:53:30 PM
Overall Posts Rated:
225225
Background: It is put forth pretty clearly that scrimmages only serve one purpose: to give minutes to players that hadn't played a lot in league games in a particular week. As such, they bring no revenue and do not affect enthusiasm and fans.

Therefore, it is extremely illogical that the coach should follow a substitute pattern similar to regular league games, where the team is supposedly playing for the win. It seems like introducing some predictability might be useful, and it will fall well within the intended purpose of scrimmage games.

Suggestion: Coaches will try give players a predetermined amount of minutes: 30 to starters, 14 to backups, 3 to reserves. Foul trouble will be removed. Coaches will take timeouts as needed in order to stay as close as possible to the predetermined amount of minutes. The blowout rule, along will all stamina considerations, will obviously be ignored.

Reasoning: Minute targets for each player in scrimmages will make the game needlessly complicated. On the other hand, some predictability is necessary to avoid the frustrations of ineffective training. I feel that this structure provides enough flexibility and gives managers a much needed control over how training is distributed. The different combinations allow to give a player 48, 44, 33, 30, 17, 14, or 3 minutes of game time, depending on how you list him in the depth chart.

Thoughts?

Last edited by GM-kozlodoev at 4/14/2008 12:06:25 AM

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
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24281.2 in reply to 24281.1
Date: 4/14/2008 12:32:52 AM
Overall Posts Rated:
303303
I don't think you'll see a situation where minutes for a player can be virtually predetermined before a game starts.

I think the BBs do want to see an element of difficulty in training.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
This Post:
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24281.3 in reply to 24281.1
Date: 4/14/2008 12:41:35 AM
Overall Posts Rated:
44
Maybe there should be some thought in changing the role of scrimmages instead of simply dialing in the amount of minutes you want.

Consider if you were training PG/SG. So you're simply going to pick some combinations that maximize your training at those two positions. You might pick the other players to maintain the game shape. But other than going through the effort of finding a scrimmage opponent, it is simply a training exercise. The only reason to check the game is in case of injuries or a player fouls out.

This Post:
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24281.4 in reply to 24281.2
Date: 4/14/2008 1:42:51 AM
Overall Posts Rated:
225225
I don't think you'll see a situation where minutes for a player can be virtually predetermined before a game starts.

I think the BBs do want to see an element of difficulty in training.

The problem is that the degree of difficulty right now is near to impossible. A starter is supposed to get ~35 minutes, though through a combination of a blowout and foul trouble he can get as little as 10. It is too big a swing for something which is completely random. There is also no way to correct for this, since it's the last game of the week.

The repercussions of having messy training is that it is harming people's ability to supply quality players on the market. If you train 2 positions, you probably want to retain 2 starters and 2 backups for your team. This means you really have 1 player to sell (or 2 if you choose to give them less than optimal training per week, which means they train slower). Will there be enough players circulating around in the long run? I am not completely sure.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
00
24281.5 in reply to 24281.4
Date: 4/14/2008 1:59:52 AM
Overall Posts Rated:
303303
I don't think you'll see a situation where minutes for a player can be virtually predetermined before a game starts.

I think the BBs do want to see an element of difficulty in training.

The problem is that the degree of difficulty right now is near to impossible. A starter is supposed to get ~35 minutes, though through a combination of a blowout and foul trouble he can get as little as 10. It is too big a swing for something which is completely random. There is also no way to correct for this, since it's the last game of the week.

The repercussions of having messy training is that it is harming people's ability to supply quality players on the market. If you train 2 positions, you probably want to retain 2 starters and 2 backups for your team. This means you really have 1 player to sell (or 2 if you choose to give them less than optimal training per week, which means they train slower). Will there be enough players circulating around in the long run? I am not completely sure.


I do think that training ties into the overall economic strategy of the BB team.

I'm not even going to begin to speculate as to what the long term strategy is, but I can assure you that everything the BB team does, however minute, is done with an eye on how it will affect the economy.

It's possible that the BBs want training this way to keep players from training to extremely high levels. I don't know, but if they do make a change, it will be for the long-term benefit of the economy.

NO ONE at this table ordered a rum & Coke
Charles: Penn has some good people
A CT? Really?
Any two will do
Any three for me
Any four will score
Any five are live
This Post:
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24281.6 in reply to 24281.5
Date: 4/14/2008 2:21:09 AM
Overall Posts Rated:
225225
I am sure they do. However, speculating about the long run is my profession, so I'll do it.

As of now, it takes two seasons to create 2 reasonably skilled players for sale, given all the suboptimalities of the system. This is a gross estimation, but I am sure it is somewhat accurate. Assuming all teams do something similar, they are all looking to stock the remaining 3 positions, so the count isn't there. There will be a chronic shortage of players no matter what.

Of course, this is all irrelevant if the plan is to have the game stocked with an endless amount of players within the strong-proficient range, since a lot of teams seem to go for turnover rather than quality at this point. Which simply means that 10 levels of skill will be remaining vastly unused

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
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24281.7 in reply to 24281.4
Date: 4/14/2008 6:05:52 AM
Overall Posts Rated:
2222
The repercussions of having messy training is that it is harming people's ability to supply quality players on the market. If you train 2 positions, you probably want to retain 2 starters and 2 backups for your team. This means you really have 1 player to sell (or 2 if you choose to give them less than optimal training per week, which means they train slower). Will there be enough players circulating around in the long run? I am not completely sure.


And this maybe will help us to avoid too many Divines in Market as much as possible...

ZyZla - ZyZlūnas ZyZlavotas ~c(=
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24281.8 in reply to 24281.7
Date: 4/14/2008 11:47:20 AM
Overall Posts Rated:
225225
The repercussions of having messy training is that it is harming people's ability to supply quality players on the market. If you train 2 positions, you probably want to retain 2 starters and 2 backups for your team. This means you really have 1 player to sell (or 2 if you choose to give them less than optimal training per week, which means they train slower). Will there be enough players circulating around in the long run? I am not completely sure.


And this maybe will help us to avoid too many Divines in Market as much as possible...

Sure. When there are barely any players on the market, then there are barely any divines too.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
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24281.9 in reply to 24281.1
Date: 4/15/2008 2:16:46 AM
Overall Posts Rated:
959959
I won't change anything which make it attractive to loose in the national Cup. Also i could imagine, that some guys play in their friendly to win, because i got games like that with friends in a similiar game and maybe and i think one scrimmage like that at the beginning of this season.

What i like to see is a chanche of the blow out rule for all game, so that the coach don't let the 1st backups play but try to spare the minutes average - so when a starter got big foultrouble and less minutes he would come late in the game on court instead oof letting the backup staying on court.
So the minutes becomes a little bit more predictable, but their are no advances in friendly and you also have a kick in viewing a game and hoping your minute calculation is right.

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24281.10 in reply to 24281.9
Date: 4/15/2008 2:31:23 AM
Overall Posts Rated:
225225
I don't see this slight optimization in training as more attractive than the income, experience, and prestige of the national cup. But then again, this is just me.

You can still play the scrimmage to win. Just set your players accordingly.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
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24281.11 in reply to 24281.10
Date: 4/15/2008 2:34:08 AM
Overall Posts Rated:
959959
but i i see a game who i could win, i want things like foul trouble(especially at the oppponent) in it :)

And all the away games @botarena don't bring money ;) And home games me - forget it^^