This is coming from a Roster only guy because my busy schedule does not permit me to have time to gameplan and create rules and try to compete with established managers who have figured it out.
I'll copy in a previous post I made about a feature of a baseball sim I use to manage.
One of the features I so desperately wish was here is they allow for you to group players in whatever you choose (or none) for contract negotiations.
Basically it goes through negotiation with players and if you "sign" one thats in a group, you no longer try to sign any other people in the same group.
Its system allows you to group any player into in, no matter of position or contract offered.
How its beneficial is... for example... you needed to sign a player and you only have $15M available. It allows you to make offers to several players and group them together. So if by random chance you actually sign too many and end up over your budget.
Or say you needed to sign one LB. You could make offers to several and then put them in the same group. At most it would only sign one player therefore having better control of how you run your team.
This is the hint from that sign in the contract offer summary.
Use the groups drop-down to optionally group free agent offers together. As soon as one player from a group signs, all other offers in the group will be set as inactive. To re-activate an inactive or rejected offer, click 'Edit' and submit it again.
They have up to 10 groups or you can not use the feature at all.
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I think the draft classes pool of talent is almost always exceptionally too low overall.
In theory anyone drafted in the first 3 rounds should be able to make a roster. It makes no sense to see some years that have only a handful of 80+ players and by the 3rd round, most of them are so low they'd never make a roster (except to those with speed, and only speed).
There seems to be significantly more bust than boom players. It would be interesting to learn what the actual goal of the Volatility rating is and even when players bust they should still improve based on having good position coaches instead of just heading to a bottom number before age decline kicks in.
In addition, the draft players should have less potential positions they can play and carry reasonable minimum values based on their listed initial position.
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It would also be nice for RO teams to have some gm features that are in the regular version. I think they would make those leagues more interesting. Even if its just the misc gameplan, offensive playbook and defensive playbook tabs. No scouting, no game planning, no rule creation. That would allow more strategy to matchup the coach you have and the roster you've signed to pick plays that make sense. For example if you dont carry a FB, then logically you wouldn't want I Formation plays. Or if you wanted to run a 4-3 defense, you'd try to carry more DTs on your roster.
I also think the size of a player should matter. I've seen some 5'11" players turned into offensive linemen and there's no logical reason that a 6'4" lineman shouldn't be a better blocker than the smaller one with the same attributes. It would also prevent playing smaller players out of position because they're hoping that speed will win. No more CBs playing DE because they'd get crushed (and should likely have a higher injury risk when doing so).
Finally, as most may agree, the passing game needs worked on. The deep game is not there at all and my real issue is the TD/Int numbers. Into season 27, there has been 7304 TDs and 9610 Ints during the regular season games. I just can't wrap my head around why there's sooooo many picks. Getting this addressed should also help with scoring which I would think is about 10 total points per game too low. Yards per pass attempt is 5.38 and that seems low to me but i'm not sure.
Update: This current season through 12 weeks in NCAA RO, there has been 70 more interceptions than touchdown passes, so its still performing much worse than the early years.
With "player happiness" we know a mad player will not resign for a while, but shouldn't a happy player consider that happiness when reviewing multiple contract offers and be more likely to return to somewhere they were happy to be? Even if it is for a slight hometown discount.
Just my 2 cents. Hope it helps.
Last edited at 4/23/2024 9:08 am