International Simulation Football League
OL Changes - Printable Version

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OL Changes - 7hawk77 - 10-23-2017

***Free OL changes must be made before the start of the regular season***



Below are the live changes going in to effect to fix the offensive lineman problem.


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.




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


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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


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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


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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 $10 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 (750 TPE) - $7,000,000
Tier 3 (550 TPE) - $4,500,000
Tier 2 (350 TPE) - $2,500,000
Tier 1 (150 TPE) - $1,000,000
Tier 0 (50 TPE) - 500,000

*Note - If GMs are looking for comparisons to previous seasons please keep in mind that you need to take into account the archetype buffs we have made. 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 100, 200, 400, 600 and 800 that we have seen in previous seasons.*

**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, now the Tier 3 bot would be available. Since no player has 600 TPE, the tier 3 bot is unavailable for season 4. These prices should be reassessed and changed in the future if necessary.**

With an 10 million salary cap increase, they can employ the following bots:

For example, a team with one active offensive lineman can do the following.
$10 million for four tier 2.


I believe this solution allows a team to budget fiercely to stack their OL with expensive talented bots in the future when the player shortage kicks in. This ensures they aren't restricting their OL's performance just by the low number of active player's playing offensive lineman.

Also I'm sure some people will say that 10 million is too much of a cap space increase, however this is meant to be for the long term. When tier 3 and tier 4 bots are unlocked, the prices increase and it will be more difficult to manage that.


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.




4.) Allow the players that aren't having fun playing OL to swap to a different role similar to the S1 QB situation.


OL Changes - 7hawk77 - 10-23-2017

Sorry for the delay. I ended up getting super sick so I'll try and answer any questions, however it won't be as speedy as normal.


OL Changes - kckolbe - 10-23-2017

Last year, the highest TPE O line in DSFL was under 100 TPE. Does that mean O line bots are unavailable in DSFL? I hope so.


OL Changes - HENDRIX - 10-23-2017

About #4, so that means free position changes and 100% TPE redistribution?


OL Changes - cosbornballboy - 10-23-2017

Is this also applicable to DSFL? If we want a tier 2 (200) TPE bot, wouldn't that meet the 200 TPE rule?


OL Changes - Bzerkap - 10-23-2017

(10-23-2017, 11:14 AM)HENDRIX Wrote:About #4, so that means free position changes and 100% TPE redistribution?
To piggyback off this, how long does this allowance extend for? Entire S4, until the start of the regular season?


OL Changes - Perry87 - 10-23-2017

(10-23-2017, 01:09 PM)7hawk77 Wrote:4.) Allow the players that aren't having fun playing OL to swap to a different role similar to the S1 QB situation.

Can you elaborate for us who weren't here. Is it a free or discounted switch? What if a player has already changed once?


OL Changes - evryday - 10-23-2017

Do we really need that $10M cap boost when we just had a player sign for $23M?


OL Changes - Perry87 - 10-23-2017

(10-23-2017, 01:18 PM)evryday Wrote:Do we really need that $10M cap boost when we just had a player sign for $23M?

You can always trade it to the Wraiths


OL Changes - jaskins811 - 10-23-2017

(10-23-2017, 09:18 AM)evryday Wrote:Do we really need that $10M cap boost when we just had a player sign for $23M?

Collision possibly?