banner to be made
octa's rosters + tendencies
special progression system + other house rules in the spoiler below implemented after first season
octa's rosters + tendencies
special progression system + other house rules in the spoiler below implemented after first season
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True Freshmen Weight Adjustments
Progression/Regression system
True Freshman QBs
Blue Chip Boom/Bust
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To replicate a S&C program for all incoming freshmen, they are given +15lbs and +5 strength at the start of their freshmen seasons.
Progression/Regression system
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All players that are not true-freshman will take part in this system heavily based on "ViatorLion10"'s and "kawkeye"'s systems.
Each player is assigned a randomly generated number between 0-49.
If the player is in regression or progression, you take the second digit of their assigned number (N) and enter it into this equation: (N/3)*2 = X
X = the number of points is deducted from each attribute. For example, if I rolled a 9, my player would lose 6 points in each attribute. On the contrary, if I rolled a 49, my player would gain 6 points to each attribute.
These attribute changes are made after the games normal progression system, not as a substitution.
Math Cheat Sheet
Work Ethic
Each player is assigned a "work-ethic" value. This value is determined by randomly generating a number between 1-3.
1 - Low Work Ethic: regression (reroll until I get anything below 30)
2 - Average: standard progression.
3 - High Work Ethic: Chance to reroll, pick the better option.
The results of this system will be posted as an update each off-season after the games normal team training sessions.
Each player is assigned a randomly generated number between 0-49.
- 0-9: Regression
- 10-19: Slight Regression (all stats get -1)
- 20-29: Maintain (no editing needed)
- 30-39: Slight progression (all stats get +1)
- 40-49: Progression
If the player is in regression or progression, you take the second digit of their assigned number (N) and enter it into this equation: (N/3)*2 = X
X = the number of points is deducted from each attribute. For example, if I rolled a 9, my player would lose 6 points in each attribute. On the contrary, if I rolled a 49, my player would gain 6 points to each attribute.
These attribute changes are made after the games normal progression system, not as a substitution.
Math Cheat Sheet
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(4)0 (for progression purposes, 0=1) = ((1)/3)*2 = 2
(4)1 = ((1)/3)*2 = 2
(4)2 = ((2)/3)*2 = 2
(4)3 = ((3)/3)*2 = 2
(4)4 = ((4)/3)*2 = 3
(4)5 = ((5)/3)*2 = 4
(4)6 = ((6)/3)*2 = 4
(4)7 = ((7)/3)*2 = 5
(4)8 = ((8)/3)*2 = 6
(4)9 = ((9)/3)*2 = 6
(4)1 = ((1)/3)*2 = 2
(4)2 = ((2)/3)*2 = 2
(4)3 = ((3)/3)*2 = 2
(4)4 = ((4)/3)*2 = 3
(4)5 = ((5)/3)*2 = 4
(4)6 = ((6)/3)*2 = 4
(4)7 = ((7)/3)*2 = 5
(4)8 = ((8)/3)*2 = 6
(4)9 = ((9)/3)*2 = 6
Work Ethic
Each player is assigned a "work-ethic" value. This value is determined by randomly generating a number between 1-3.
1 - Low Work Ethic: regression (reroll until I get anything below 30)
2 - Average: standard progression.
3 - High Work Ethic: Chance to reroll, pick the better option.
The results of this system will be posted as an update each off-season after the games normal team training sessions.
True Freshman QBs
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After reading up on OS about some changes that are good to implement in dynasty, this seems to be one that everyone recommends.
"kawkeye" makes a really good point in his method that freshman QBs tend to have awful AWR ratings and this can affect how QBs play over time. To mitigate that, find all true freshman QBs in the NCAA and generate a random number between 1 and 3 for each player. 1 and 2 do nothing, but if you get 3, add 15 to the QB's AWR attribute. This also helps to differentiate QBs from the same recruiting class if one of them happens to get the AWR bump and the other one doesn't.
Blue Chip Boom/Bust
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Boom: I will randomly select a number between 1-10. Whatever number I select, that ranked INCOMING TRUE FRESHMAN recruit will receive a +15 boost to all attributees
Bust: I will randomly select a number between 1-10. Whatever number I select, that ranked INCOMING TRUE FRESHMAN recruit will receive a -15 drop to all attributes
Bust: I will randomly select a number between 1-10. Whatever number I select, that ranked INCOMING TRUE FRESHMAN recruit will receive a -15 drop to all attributes