Post by ds on Sept 17, 2009 11:59:38 GMT -5
I figured I might as well announce the re-rate plan for the BuHL. We’re about mid season. For those long term planners, this post is for you:
First things first. Player stats are being divided into three categories. Subjective stats, Constant stats and Core stats.
Constant stats: EX, LD and PO are named as such because they will *always* be moving in one direction. PO will always go down, EX and LD will always go up. The idea is to drop PO by 5 every season and reallocate those points into EX and LD at 3pts for EX and 2pts for LD.
Subjective Stats: DI, FG, CK and FO. These stats will be reviewed on an individual basis and adjusted accordingly. Pretty straight forward. FO for example; if the player has a good year in the faceoff circle, the stat will go up. A good year will be determined by the faceoff win average in the league, the faceoff win average on the team and where the player fits in that.
Core Stats: SK, ST, DU, PH, PA, SC and DF.
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Rerates will be divided into two portions:
1. Standardized rerates based solely on a player’s PO. This is the development and career cycle of a player. The numbers aren’t set in stone, but this’ll give everyone a really clear idea of how I’m approaching this:
If a players PO falls between:
- 99-75: +3 to all core stats. (Player is a high potential budding star, they’re going to get better unless something bad happens.)
- 74-60: +2 to all core stats.
- 59-50: +1 to all core stats.
- 49-30: No change to core stats (As far as a player’s projected potential goes, he’s in his prime.)
- 29-20: -1 to all core stats (fact of life: athletes slow down.)
- 19-10: -2 to all core stats
- 9-1: -3 to all core stats
(This’ll give a player at 99PO 5 seasons at +3 to all core stats, 3 seasons at +2 to all core stats and 2 seasons at +1 to all core stats. That’s an automatic +23 to all his core stats before reaching his prime and the bonus no longer applies. That is also not including performance based rerates and player points. That’s also 10 years for a player to develop, putting him right around UFA age from the time he’s drafted.)
2. Subjective rerates based on a players performance.
Much like years gone past, player stats (with the exception of EX/LD/PO/MO) can increase/decrease by 4 points based on performance. Unlike years gone past, with the PO development cycle being implemented, player performance is going to be scrutinized very closely. A cool thing about STHS is the ability to keep a detailed record of all player stats. So four years down the road, it’ll be really easy to see a players trending stat totals and see if they are actually getting better.
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Now before you go thinking, “-3 to all core stats, that’s insane! I protest! Everyone circle the wagons, I’ll hand out the pitchforks!” there is logic behind this. There is a noted increase in how many player points we divvy out. Typically those player points were sent to young players to help them develop faster. With a system like this a GM has to make a choice:
A: Use the player points to prop up experienced leaders who should perform well. (Or at very least play more consistent.)
or
B: Develop my rising stars, who can be effective when mixed with the right veterans, but ultimately are going to make mistakes.
The goal is to reward performance without the typical sim league plague “my players can never get worse” that has killed so many leagues before us, while giving GMs a lot of control when it comes to developing and maintaining their players.
Thoughts?
First things first. Player stats are being divided into three categories. Subjective stats, Constant stats and Core stats.
Constant stats: EX, LD and PO are named as such because they will *always* be moving in one direction. PO will always go down, EX and LD will always go up. The idea is to drop PO by 5 every season and reallocate those points into EX and LD at 3pts for EX and 2pts for LD.
Subjective Stats: DI, FG, CK and FO. These stats will be reviewed on an individual basis and adjusted accordingly. Pretty straight forward. FO for example; if the player has a good year in the faceoff circle, the stat will go up. A good year will be determined by the faceoff win average in the league, the faceoff win average on the team and where the player fits in that.
Core Stats: SK, ST, DU, PH, PA, SC and DF.
</>
Rerates will be divided into two portions:
1. Standardized rerates based solely on a player’s PO. This is the development and career cycle of a player. The numbers aren’t set in stone, but this’ll give everyone a really clear idea of how I’m approaching this:
If a players PO falls between:
- 99-75: +3 to all core stats. (Player is a high potential budding star, they’re going to get better unless something bad happens.)
- 74-60: +2 to all core stats.
- 59-50: +1 to all core stats.
- 49-30: No change to core stats (As far as a player’s projected potential goes, he’s in his prime.)
- 29-20: -1 to all core stats (fact of life: athletes slow down.)
- 19-10: -2 to all core stats
- 9-1: -3 to all core stats
(This’ll give a player at 99PO 5 seasons at +3 to all core stats, 3 seasons at +2 to all core stats and 2 seasons at +1 to all core stats. That’s an automatic +23 to all his core stats before reaching his prime and the bonus no longer applies. That is also not including performance based rerates and player points. That’s also 10 years for a player to develop, putting him right around UFA age from the time he’s drafted.)
2. Subjective rerates based on a players performance.
Much like years gone past, player stats (with the exception of EX/LD/PO/MO) can increase/decrease by 4 points based on performance. Unlike years gone past, with the PO development cycle being implemented, player performance is going to be scrutinized very closely. A cool thing about STHS is the ability to keep a detailed record of all player stats. So four years down the road, it’ll be really easy to see a players trending stat totals and see if they are actually getting better.
</>
Now before you go thinking, “-3 to all core stats, that’s insane! I protest! Everyone circle the wagons, I’ll hand out the pitchforks!” there is logic behind this. There is a noted increase in how many player points we divvy out. Typically those player points were sent to young players to help them develop faster. With a system like this a GM has to make a choice:
A: Use the player points to prop up experienced leaders who should perform well. (Or at very least play more consistent.)
or
B: Develop my rising stars, who can be effective when mixed with the right veterans, but ultimately are going to make mistakes.
The goal is to reward performance without the typical sim league plague “my players can never get worse” that has killed so many leagues before us, while giving GMs a lot of control when it comes to developing and maintaining their players.
Thoughts?