Quasi-Free Agent Utility - an idea that is perhaps doable
Posted: Sat Sep 29, 2007 3:36 pm
One thing that I think this game really needs to give it more flavor is a movement of players from team to team besides the draft. In other words, there needs to be some sort of free agency.
However, free agency becomes very complicated, with the need for salaries, a salary cap, and free agent negotiations. This is a very daunting task for a utility maker to try to program in and emulate - perhaps far too difficult...
With this in mind, I have come up with an idea that helps to capture the spirit of free agency, but doesn't need salaries nor free agent negotiations, and is perhaps very "doable" by those that have programming talent (unfortuantely, this would not be me [:(] ). Here is my idea for a workable quasi-free agent system:
Part 1 - Free Agent Selection
At the beginning of each new season, the utility randomly chooses 3-5 players from each team that will become "free-agents". Now, additional critera could be added, such as no players younger than 26 (which would allow a team to keep it's young players for a time).
Part 2 - Franchise Tag
Of these 3-5 players randomly choosen, allow the human teams to, if they wish, remove 1 player from the selected list. This prevents a human team from losing that star QB or star RB or the player that he would never be release in real life, if it could be avoided.
Part 3 - Free Agent "Bidding" and the Free Agent Draft
Now, there is no "bidding" per se as there is no player salaries nor direct bidding competition between teams. All the utility determined free agents are placed into a free-agent pool, but to try to at least emulate much of the uncertainty behind free agent acquistion, there is a special 4 round draft. Now how this draft works is as follows: the team's draft order is randomly determined for each of the 4 rounds (meaning that the order changes each round - a team that gets first pick in round one will not likely get first pick in round two, etc.). Also, the draft order for each round is kept hidden until the start of that individual round. That way you won't know ahead of time where you will be picking down the road - this adds some uncertainty.
...well, there you have it - my idea for a quasi-free agent system that helps to add yearly player movement from team to team that does not need the complications of player salaries nor bidding between teams. This makes it much easier and I think this is even possible for a programmer with some talent to do as a utility.
(P.S. Maybe even David could throw us a bone and do something simple like this for a version 2 upgrade. [;)] )
However, free agency becomes very complicated, with the need for salaries, a salary cap, and free agent negotiations. This is a very daunting task for a utility maker to try to program in and emulate - perhaps far too difficult...
With this in mind, I have come up with an idea that helps to capture the spirit of free agency, but doesn't need salaries nor free agent negotiations, and is perhaps very "doable" by those that have programming talent (unfortuantely, this would not be me [:(] ). Here is my idea for a workable quasi-free agent system:
Part 1 - Free Agent Selection
At the beginning of each new season, the utility randomly chooses 3-5 players from each team that will become "free-agents". Now, additional critera could be added, such as no players younger than 26 (which would allow a team to keep it's young players for a time).
Part 2 - Franchise Tag
Of these 3-5 players randomly choosen, allow the human teams to, if they wish, remove 1 player from the selected list. This prevents a human team from losing that star QB or star RB or the player that he would never be release in real life, if it could be avoided.
Part 3 - Free Agent "Bidding" and the Free Agent Draft
Now, there is no "bidding" per se as there is no player salaries nor direct bidding competition between teams. All the utility determined free agents are placed into a free-agent pool, but to try to at least emulate much of the uncertainty behind free agent acquistion, there is a special 4 round draft. Now how this draft works is as follows: the team's draft order is randomly determined for each of the 4 rounds (meaning that the order changes each round - a team that gets first pick in round one will not likely get first pick in round two, etc.). Also, the draft order for each round is kept hidden until the start of that individual round. That way you won't know ahead of time where you will be picking down the road - this adds some uncertainty.
...well, there you have it - my idea for a quasi-free agent system that helps to add yearly player movement from team to team that does not need the complications of player salaries nor bidding between teams. This makes it much easier and I think this is even possible for a programmer with some talent to do as a utility.
(P.S. Maybe even David could throw us a bone and do something simple like this for a version 2 upgrade. [;)] )