Player Creation and the Draft
Posted: Sat May 16, 2009 6:10 pm
Maximum Football creates as many as 480 players in some positions prior to the initial draft for a 16 team league. That is 30 players per team in those positions, and 25 for others. That is far too many players, as it makes teams top heavy in good players. Even 10 players per team is alot, but at least it is reasonable for positions that have 4 players expected with 2 backups like offensive and defensive linemen. Other positions need far less players.
Pos Total PerTeam
QB 128 08
WR 400 25
OL 480 30
RB 128 08
DL 480 30
LB 400 25
DB 400 25
TE 128 08
HO 160 10
BL 160 10
KR 160 10
CT 128 08
CM 160 10
P 128 08
K 128 08
A team will generally have 3 quarterbacks. If we add one more as a free agent for injuries, then that is 16x4=64 players needed. Give a little more wiggle space, and we have 16x5=80 players. 128 quarterbacks is much greater than needed.
128 punters and kickers each? Even with a 2 player wiggle space, there should be no more than 48 created. 32 would be better, as I doubt that all 16 kickers or punters will go down to injury in a season.
A good rule of thumb, if one wanted to play it safe, then expected starters multiplied by 2.0 would have worked, and that still would have created many more players than needed. The quarterbacks position is an exception, as there is just 1 starter, but teams will have 3 players, so it should be viewed as a position with 2 starters created per team (2x2=4, 4x16=64 maximum). Having even 128 kickers, holders, and quarterbacks is too many.
No position requires more than 4 starters, so the maximum players created should be 8 x number of teams. That means at the top end, using these generous conditions, no position should have more than 128 players created for a 16 team league. Even more generous would have been 10x each position, and that would have been no more than 160 players created for positions with 4 starters on the field.
This was a topic that I brought up in beta, and it was being looked at, but the options for cleaning this up were not implemented prior to the 2.2 release. Because of this, it is a good idea to set the SkillAttributes_Ranges Table much wider in order to make sure that many of the players are not very good. With an even distribution, there will still be many good players that actually make each team.
Better yet, use JD's editor to set a nice wide bell curve to make sure that the league is not top heavy. It really isn't a great idea for a whole league to have kickers with KST/KAC of 98/98 or QB's that all are top guns.
Pos Total PerTeam
QB 128 08
WR 400 25
OL 480 30
RB 128 08
DL 480 30
LB 400 25
DB 400 25
TE 128 08
HO 160 10
BL 160 10
KR 160 10
CT 128 08
CM 160 10
P 128 08
K 128 08
A team will generally have 3 quarterbacks. If we add one more as a free agent for injuries, then that is 16x4=64 players needed. Give a little more wiggle space, and we have 16x5=80 players. 128 quarterbacks is much greater than needed.
128 punters and kickers each? Even with a 2 player wiggle space, there should be no more than 48 created. 32 would be better, as I doubt that all 16 kickers or punters will go down to injury in a season.
A good rule of thumb, if one wanted to play it safe, then expected starters multiplied by 2.0 would have worked, and that still would have created many more players than needed. The quarterbacks position is an exception, as there is just 1 starter, but teams will have 3 players, so it should be viewed as a position with 2 starters created per team (2x2=4, 4x16=64 maximum). Having even 128 kickers, holders, and quarterbacks is too many.
No position requires more than 4 starters, so the maximum players created should be 8 x number of teams. That means at the top end, using these generous conditions, no position should have more than 128 players created for a 16 team league. Even more generous would have been 10x each position, and that would have been no more than 160 players created for positions with 4 starters on the field.
This was a topic that I brought up in beta, and it was being looked at, but the options for cleaning this up were not implemented prior to the 2.2 release. Because of this, it is a good idea to set the SkillAttributes_Ranges Table much wider in order to make sure that many of the players are not very good. With an even distribution, there will still be many good players that actually make each team.
Better yet, use JD's editor to set a nice wide bell curve to make sure that the league is not top heavy. It really isn't a great idea for a whole league to have kickers with KST/KAC of 98/98 or QB's that all are top guns.


