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Do Something About Offensive Line - Printable Version +- [DEV] ISFL Forums (http://dev.sim-football.com/forums) +-- Forum: Community (http://dev.sim-football.com/forums/forumdisplay.php?fid=5) +--- Forum: Discussion (http://dev.sim-football.com/forums/forumdisplay.php?fid=33) +---- Forum: Suggestion Box (http://dev.sim-football.com/forums/forumdisplay.php?fid=34) +----- Forum: Archived Suggestions (http://dev.sim-football.com/forums/forumdisplay.php?fid=349) +----- Thread: Do Something About Offensive Line (/showthread.php?tid=5346) |
Do Something About Offensive Line - timeconsumer - 10-20-2017 (10-20-2017, 11:19 AM)tlk742 Wrote:What if we calculate starting roster average TPE and then the let the GMs dictate where to put the TPE for each member. We can do it so each team has the same or one team with a higher average TPE has more to spend. Keeps it scaled. Hawk and I talked about a few ways to scale it. We basically exchanged 30 PMs breaking down and analyzing every suggestion that has been made in this thread. At this point I think the HO is weighing the pros and cons and hopefully we get a solution this offseason. Do Something About Offensive Line - kckolbe - 10-20-2017 (10-20-2017, 08:22 AM)timeconsumer Wrote:Hawk and I talked about a few ways to scale it. We basically exchanged 30 PMs breaking down and analyzing every suggestion that has been made in this thread. At this point I think the HO is weighing the pros and cons and hopefully we get a solution this offseason. Really glad to hear it. I was definitely surprised by the overwhelming support for this idea, even if it does mean expanding in a few seasons. Do Something About Offensive Line - timeconsumer - 10-20-2017 (10-20-2017, 11:29 AM)kckolbe Wrote:Really glad to hear it. I was definitely surprised by the overwhelming support for this idea, even if it does mean expanding in a few seasons. I think this has been on their mind since midway through this season. This thread was just a bit of a catalyst. Do Something About Offensive Line - kckolbe - 10-20-2017 I suppose so. I don't know what to say. I thought you were happy. That said, I can't wait to see Winchester as an NT. Do Something About Offensive Line - Bzerkap - 10-20-2017 (10-20-2017, 10:07 AM)kckolbe Wrote:I suppose so. I don't know what to say. I thought you were happy. That said, I can't wait to see Winchester as an NT.Would be cool but I highly doubt they are going to eliminate the OL position Do Something About Offensive Line - timeconsumer - 10-20-2017 (10-20-2017, 12:07 PM)kckolbe Wrote:I suppose so. I don't know what to say. I thought you were happy. That said, I can't wait to see Winchester as an NT. Happy? It's not really about happiness with the position I play. I'll play whatever, I want to win games. It's about the inability to fix a problem on your team. You can't go out and draft more Oline if yours is weak because there aren't any to draft. So instead you just have to accept the fact that you are facing a dline of 200-500 TPE guys with your 50-100 TPE inactives on Oline. I'm all for keeping Oline as a playable position IF they can reduce the amount each team needs down to 0-2. I only suggested removing the position entirely as one of the least complicated ways to fix it. Do Something About Offensive Line - Battleborn - 10-20-2017 (10-20-2017, 08:55 AM)JuOSu Wrote:Thought of that exact thing, but I think it is a bit too crazy and maybe even unfair. Other positions cant have several people at once, plus it would be a lot more work for the player I think. I could see it being a little more work, but identity and specialization for whole lines could be managed for the franchise. For a position without any glory, statistical praise other than pancakes this could potentially provide some enjoyment for those admittedly playing as OL when clearly prefer a different position. Just the view from the outside looking in. Do Something About Offensive Line - sapp2013 - 10-20-2017 Throwing out another idea. If we go with a certain amount of TPE for linemen (800) we should allow for a certain amount of redistribution each year, such as 10%. Allows for changing offenses with different GMs without being able to have a COMPLETELY different line each season. Do Something About Offensive Line - 7hawk77 - 10-20-2017 (10-20-2017, 12:01 PM)sapp2013 Wrote:Throwing out another idea. If we go with a certain amount of TPE for linemen (800) we should allow for a certain amount of redistribution each year, such as 10%. I think my current solution incorporates this a little bit. Discussion in HO is still under way. Do Something About Offensive Line - 7hawk77 - 10-20-2017 Alright. This is my current proposed solution. I'd like to hear from the OL and GM's. 1.) We need to increase starting OL archetype attributes by 50 TPE. This would be applied to all current OL and it's been included in the TPE counts below. I figured something like this: Player Archetype: Pass Blocker (Eg. Jason Peters, Joe Thomas) (MAX: 95) - Strength: 70 up from 65 (MAX: 100) - Pass Blocking: 70 up from 60 (MAX: 90) - Run Blocking: 65 up from 55 ----------------------------------------------------------------------------------- Player Archetype: Run Blocker (Eg. Taylor Lewan, Zach Martin) (MAX: 70) - Agility: 45 up from 40 (MAX: 90) - Pass Blocking: 55 up from 50 (MAX: 100) - Run Blocking: 75 up from 65 ----------------------------------------------------------------------------------- Player Archetype: Technician (Eg. Travis Frederick, Alex Mack) (MAX: 95) - Strength: 70 up from 65 (MAX: 95) - Pass Blocking: 65 up from 55 (MAX: 95) - Run Blocking: 70 up from 60 ----------------------------------------------------------------------------------- Player Archetype: Athletic Lineman (Eg. Trent Williams, Tyron Smith) (MAX: 90) - Pass Blocking: 65 up from 50 (MAX: 90) - Run Blocking: 65 up from 55 The reason for this is offensive lineman start off far too weak compared to other positions. If you had a full defensive line of 0 TPE DT/DEs play against a full 5 of 350 TPE OL, the Defensive line players would pick up a sack every third game. I think this highlights some of the disparity and need for initial buffing. 2.) Increase salary caps by $12 million. GM's are going to need this money for the next proposed change. 3.) GM's can offer 1 year contracts to OL bots for the following prices. They will need to field an entire depth chart of offensive linemen now (I believe the sim requires 6). No more free OL bots like Zoobot Bigboy1. Tier 4 (800 TPE) - $7,000,000 Tier 3 (600 TPE) - $4,500,000 Tier 2 (400 TPE) - $2,500,000 Tier 1 (200 TPE) - $1,000,000 Tier 0 (100 TPE) - 500,000 *Note these bots will probably be listed as 50 TPE, 150 TPE etc... but after the initial 50 TPE boost to archetypes, it will be equivalent to the TPE amount listed here* **Also, Bots will not be available until a player has reached that TPE count the previous season. If any player hit the 600 TPE last season so now the Tier 3 bot is available. Since no player has 800 TPE, the tier 4 bot is not available. These prices should be reassessed and changed in the future if necessary.** With 12 million salary cap increase, they can employ the following bots: For example, a team with one active offensive lineman can do the following. $5 million for two tier 2. $4.5 million for a tier 3 $1 million for a tier 1. and $500,000 for a tier 0. This results in their active OL, a 600 TPE OL, two 400 TPE OL, a 200 TPE OL and then a 100 TPE OL that will generally ride the bench and play relief. I believe this solution allows a team to budget fiercely to stack their OL with expensive talented bots. This ensures they aren't restricting their OL's performance just by the low number of active player's playing offensive lineman. I believe this fixes all of the following problems. 1.) Gets rid of requirement to have active OL players. You won't need them if you plan for it and budget appropriately. 2.) Players don't have to play OL if they find it unfun. 3.) It deals with not having enough players to field 40 offensive lineman. 4.) Sack numbers should decrease by 25-35%. Currently sacks are VERY high 5.) Allow players to play OL if they still desire to play. (Like Asipi) This helps more with budgeting than seeing on field dominance where players are more cost effective as OL. However, an active player should still see better performance than a bot, it's just not needed to compete. 6.) It's not that complicated to implement. We should be able to put it in to play fairly easily. 7.) It allows GM's to customize their OL based on the team strategy. Pass heavy can pump pass blocking etc... 8.) Teams that have already acquired good OL talent and continue using active OL will be able to use this cap space boost to make gains with proper use of F.A. |