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Old 03-05-2019, 03:32 PM   #17
NoOne
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i think it's a contradiction to what they mostly try to do, but below the minors it might be a useful compromise to simplify -- like only the draft class exists as opposed to the number necessary to produce a draft class based on RL data. you could do it in a way that requirers a smaller system... or it could scale relative to number of ML-teams like the normal draft does already and it won't matter what size you pick.

e.g. if you should average ~5 elite players per draft for ~30 ml teams, then that many will show up in feeders in proper numbers to maintain that under normal development engine outcomes.

the way it works right now, it sounds like it's a stock % of total number of players created, as opposed to being scaled to ML number of teams -- which explains the differences between addingn rounds and adding feeder teams. adding rounds generally does not increase talent beyond TCR opportunities. augmenting feeders seems to increase amount of talent create, no? 2 different animals to deal with.

but, some will still want the more naturally occuring.. the saling thing seems easy enough and likely still keeps it natural for those that don't mind doubling or tripling file size and slower sims. it just needs a better set of tracks to follow that force the same outcome within expected and needed volatility.

Last edited by NoOne; 03-05-2019 at 03:38 PM.
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