Post ID | Date & Time | Game Date | Function |
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#19587 | 01/25/2023 9:40:19 am | Feb 9th, 2030 | |
Ced Joined: 02/14/2018 Posts: 455 Indiana Hoosiers IV.5 | I was reminded that we are entering season 30 of Hardwood. I have been a bit inactive as a President and wanted to see what tactics are being used to build up a successful program. I am not that good at this game, so I began a study. Redshirting is for rare situations. The amount of redshirting in Hardwood is much higher than in real life college basketball. And much higher than in real life college football. In fact, looking at current Legends numbers, it seems like the most used strategy available is to redshirt nearly the entire roster. Excluding current rostered, first-year Freshman (who we don't know yet about their decision to redshirt), I ran the numbers for every current team in Legends. This is how many players per team are rostered and have already been redshirted. Many teams have in fact redshirted their entire team. It is not realistic at all in comparison to real life. Remember, the numbers listed below are numbers out of 9-11 available players, excluding the approximately 2 rostered, first-year Freshman to each school. Legends League Redshirting Numbers - Current Season Coe 5 Utah State 7 Lincoln U PA 5 Westfield 6 California 9 (the entire team) Florida Gulf Coast 1 Central Washington 10 (the entire team) Toledo 9 (the entire team) Western Michigan 7 Northern Illinois 9 Huntington 10 (1 short of the entire team) Central Arkansas 7 La Verne 6 Dominican 10 (the entire team) Temple 10 (1 short of the entire team) U of Maine at Farmington 9 (1 short of the entire team) :: Look. The redshirting is too damn high. :: I suggest any of these ideas to be considered for future seasons, and announced in advance so that Presidents can adjust, in no particular order at all:
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#19588 | 01/25/2023 12:02:22 pm | Feb 14th, 2030 | |
El jefe Joined: 07/06/2018 Posts: 686 Temple Owls I.1 | I wouldn't mind seeing a redshirt cap of 3 per year and 7 over 3 years, or something like that | ||
#19590 | 01/25/2023 1:51:14 pm | Feb 14th, 2030 | |
Slickandjake Joined: 03/21/2021 Posts: 193 Inactive | It would be one thing if some could redshirt more than others, but since everyone has that option the current system is not unfair. Sure this isn’t representative of real college basketball, but so are a lot of things in Hardwood. Therefore any change would have to have the benefit of improving gameplay and game experience, otherwise why change if the current system is fair? Does putting limits on the number of red shirts improve gameplay or game experience? If so, how? For me there needs to be a better reason than it isn’t like real life. |
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#19591 | 01/25/2023 2:15:12 pm | Feb 14th, 2030 | |
kauffdaddy Joined: 11/30/2020 Posts: 693 Inactive | I don't personally care whatever the redshirting rules are, but I agree with slickandjake about Hardwood not needing to mirror real-life college basketball entirely. If that was the case we'd have NILs, transfer portals, recruiting violations etc. ... and God, please, no to all of that. | ||
#19592 | 01/25/2023 3:41:28 pm | Feb 14th, 2030 | |
El jefe Joined: 07/06/2018 Posts: 686 Temple Owls I.1 | Slick, if there was a cap of 3 per year and 7 over 3, I think that would introduce some strategy into who to redshirt and when....if at all. Also could impact the guys you recruit (e.g., might hesitate to go after that 11 pot big man project if he doesn't fit in your RS plan). Also wouldn't mind more guys generating at higher SI's simultaneously like Ced suggested |
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#19593 | 01/25/2023 3:53:31 pm | Feb 14th, 2030 | |
Slickandjake Joined: 03/21/2021 Posts: 193 Inactive | El Jefe I agree your proposal can add some strategy, and I am not against the idea. But I don’t agree with the overall statement that redshirting is too high and that a fix needs to be made. That part of the game is not broken. Could the game be improved/optimized? Well sure it can and that is OK. So try to improve the game. My response was more directed towards the initial premise that redshirting is not good in the game because it doesn’t model reality (much like kaufdaddy’s response). And actually, suggestion #4 where player SI growth is much more dependent on playing time is actually an interesting one I would favor over the limit on redshirts. The redshirt limit adds some complexity which, especially for some of our foreign players, is a confusing and alien concept. But minute management becomes much more important if player SI growth is more linked to playing time. However I don’t think that would actually reduce redshirting since it would be more favorable to redshirt if the player isn’t going to get minutes. Updated Wednesday, January 25 2023 @ 4:05:57 pm PST |
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#19594 | 01/25/2023 6:27:42 pm | Feb 14th, 2030 | |
kauffdaddy Joined: 11/30/2020 Posts: 693 Inactive | I have no idea how much of a pain it would be to program into the game, or even if it already is somewhat, but I'd vote a big YES to playing time directly affecting player development. Updated Wednesday, January 25 2023 @ 6:28:04 pm PST |
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#19595 | 01/26/2023 5:13:34 am | Feb 14th, 2030 | |
TavesSoul Joined: 06/25/2020 Posts: 149 Nazareth Golden Flyers IV.8 | Honestly, I'm not really sure redshirting needs a change. I think it's working as intended. You can't redshirt every 4 or 5-star without penalty, and the 3-stars or lower option is available for everyone. It gives you the best window for your peak performance from most of your players, and there is a strategic element to the game for 4/5-star guys. Like the other guys mentioned, I'm actually really happy that Hardwood doesn't mirror real-life in a lot of ways. Makes the game more fun/challenging. My biggest concern has always been the way prestige works (mostly that it doesn't degrade over time) and how that factors into recruitment, but even that I've softened on over time. |
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#19596 | 01/26/2023 6:49:38 am | Feb 14th, 2030 | |
imad0211 Joined: 03/23/2021 Posts: 106 Inactive | Lets have a vote of ideas for this game Updated Thursday, January 26 2023 @ 8:48:26 am PST |
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#19597 | 01/26/2023 8:47:51 am | Feb 14th, 2030 | |
imad0211 Joined: 03/23/2021 Posts: 106 Inactive | Vote yes or no for these changes to the game note I cannot guarantee any of these will happen. Just want to see what the community thinks. https://forms.gle/maKztKfSWU1Jn56q9 |
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#19607 | 01/29/2023 8:59:55 am | Feb 23rd, 2030 | |
electriceel883 Joined: 06/07/2021 Posts: 134 Wisconsin Badgers II.1 | I think unlimited redshirting is fine, but that whatever the penalty is for 4 and 5 stars, its clearly not enough to make anyone pause in what they're doing, so if the penalty was significantly increased, seems like that would add more strategy, so that would be cool also. Or what El Jefe said about a limit over a timeframe. I also like the "playing time-SI" thing. Updated Sunday, January 29 2023 @ 9:06:39 am PST |
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#19609 | 01/30/2023 8:16:09 am | Feb 28th, 2030 | |
lmartins6746 Joined: 02/26/2020 Posts: 250 North Greenville Crusaders IV.3 | I don't know that I agree with the premise but I have said this before. I don't believe in artificial restrictions. We should address the root causes instead. 1. Freshman are simply not good enough to get playing time. Even the 5 stars are rarely in the top 5-7 players. 2. If we redshirt we are guaranteed 5 years. Solutions: 1. Blue chip Freshman should be better 2. Allow anyone that has completed 4 years to be drafted. Will you redshirt your blue chipper if he is very likely to leave after year 4? Probably not. Yes that may leave some teams without a full roster...I guess they may have to not redshirt someone in the incoming class to make up for it. |
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#19658 | 02/13/2023 3:47:24 pm | Oct 8th, 2030 | |
Ced Joined: 02/14/2018 Posts: 455 Indiana Hoosiers IV.5 | Rescinding some of this suggestion due to Principia's '30 D2 National Championship consisting of no RS starters, no RS 6th man, no...nobody on the roster was a RS at all. Many strategies available. Shout out to the Panthers and congrats to Radman. |