Preferences

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Revision as of 23:31, 17 December 2006 by Naphtali (Talk | contribs)

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Recruits' decisions are influenced by several factors, including (but not necessarily limited to):

  • How well you recruit them (e.g., points spent). This is definitely the most important factor in recruiting.
  • Competition from other recruiters
  • Consideration given to those getting in early on a recruit (A one-time early attention bonus starts at 15 RPE in week 1 and declines by 2 each week. It is earned in the first week that you spend points on, or offer a scholarship to, a recruit.)
  • Recruit's Region - Each recruit's profile lists his preferences regarding playing close to home, indicated with a "None/Poor/Fair/Good/Exc" rating (to be consistent with player attribute ratings). An "exc" here indicates a strong desire to stay close to home. A "fair" means "neutral" and a "none" actually represents a strong desire to move away from home. There is an important playability adjustment necessary here. "Close to Home" is measured as follows:
    • All teams in the same number conference as the recruit's region (e.g., Conf 1 & Region 1), are considered equally close (even compared to the hometown).
    • Teams from conferences numbered +1 or -1 from the recruit's region are considered equally close to the recruit, but are not as close as the previously mentioned class.
    • Teams from conferences numbered +2 or -2 from the recruit's region are considered equally close to the recruit, but are not as close as the previously mentioned class.
    • Trading reality for playability, we make the assumption that conferences 1 & 32 are "next to each other".
    • An example: If you are a conference 2 team, your best "close to home" advantage is with Region 2 recruits. You have some advantage with Region 1 and 3 recruits also. You have less, but still some, advantage with Region 32 and 4 recruits
  • Recruit's desire to play for a winning program. Each recruit expresses this desire as an attribute also. Here, an "exc" means "really want to play for a winner". "Fair" means "gives moderate consideration to playing for a winner". "None" means "this doesn't factor into my decision". This does NOT mean "want to play for a loser".
  • Recruit's desire to be able to make an Impact on a program. Each recruit expresses this desire as an attribute also. Here, an "exc" means "really want to be able to make an impact". "Fair" means "gives moderate consideration to making an impact". "None" means "this doesn't factor into my decision".
  • "Winning programs" will be measured based on 55% Last year's results, 35% the prior year to that, and 10% the next prior year. The exception is that if there is 3-year trend of improvement, the 10% "next prior" will be ignored and "last year" will get 65%. This rewards winning most recently, but allows for (a) a single bumpy season to be less than catasrophic and (b) recognition of a trend towards winning. A year's performance is measured as your highest Power Ranking after games 19-24. Rather than just using the final rankings, this feature does not penalize the "#64" seed that gets into the championship tournament and goes 0-6. We would not want to create a situation where this team would be better off dropping down to the next-lower tournament.
  • A recruit's ability to have an "Impact" for recruting will be based on:
    • The recruit's self-perception of his talent level.
    • The recruiting team's performance in the just-ended season (assuming, generally, that bad teams need help the most). However, there is some recognition that better recruits can still make an impact at better schools.
    • Graduating/Returning talent (NOT position-specific).
    • Graduating/Returning height (NOT position-specific).

Everything above here has been cut and paste from the "Instructions" link from the SimSports Basketball homepage