09-09-2021, 10:13 AM
(This post was last modified: 09-13-2021, 10:01 AM by allbetsonjames. Edited 1 time in total.)
So I finally took out my brain this morning and noticed that player builds are not equal. I promised all those GMs out there who scouted me that I would be a max-earner, but what does that look like? Is it different for each player, each build? This article if for Offense. Defense and Special Teams is hopefully on the way.
So here's my deep dive into what player building looks like from my newbie perspective and my thoughts about the system. Each player starts with 50 TPE across the board. This article has a lot of math. There is a TL;DR at the bottom.
QUARTERBACKS
There are 5 builds for a quarterback in this league: Gunslinger, Pocket Passer, Field General (sounds badass), Scrambler, and Mobile. For every quarterback build, here is the update scale:
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Gunslinger
Working through each Gunslinger attribute, we add 1,110 TPE. Add another 150 for Traits and the max earner build sits at 1,260 TPE. This build is a very concentrated build focusing a max of 100 attribute points in Arm Strength. Accuracy and Intelligence are also very high.
Pocket Passer
Pocket Passers have more expensive trait buys than Gunslinger at 200 TPE. Add on 1,060 TPE and the total sits at 1,260 TPE. This is a slightly more balanced build - it equally distributes points across Arm Strength, Intelligence, and Accuracy.
Field General
The Field General build has 200 TPE of Traits and 1,095 extra TPE in the build. This adds up to a new high max earn of 1,295 TPE. Intelligence is the attribute at 100 with Accuracy and Arm Strength trailing right behind.
Scrambler
A Scrambler has 1,175 TPE plus 150 in traits for a total of 1,325 TPE. Since this is a dual threat quarterback, there is more possibility for growth across all attributes. Speed is the max 100 attribute.
Mobile
Mobile quarterbacks have 1,125 TPE that go into the build and an extra 150 TPE in traits. That totals to 1,275 TPE. This is the more balanced build of the two dual threat quarterbacks. The true do-it-all.
RUNNING BACKS
There are four different archetypes of RBs: Fullback, Power Back, Receiving Back, and Speed Back. The utilize the same update scale as the quarterbacks:
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Fullback
This build has 1,100 TPE in attributes and 200 in traits. 1,300 TPE in total. From the looks of it, this is a very balanced build.
Power Back
This build is another balanced player, but in different attributes. 1,100 TPE in attributes and 200 n traits for a total of 1,300 TPE.
Receiving Back
1,075 TPE used in attributes and 200 in traits. 1,275 TPE in total.
Speed Back
This is the first build that has 4 traits to be purchased for 300 TPE. Add in 985 for attributes and you have 1,285 TPE.
WIDE RECEIVERS
There are three types of receivers: Possession Receivers, Slot receivers, and Speed Receivers. Here's the update scale:
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Possession Receiver
150 TPE in traits, 1,130 in attributes, and a total of 1,280 TPE.
Slot Receiver
Exactly the same as the first receiver: 150 TPE in traits, 1,130 in attributes, and a total of 1,280 TPE.
Speed Receiver
1,080 in attributes, 150 in traits for the lowest receiver total of 1,230 TPE.
TIGHT ENDS
There are once again three different builds for this player type: Blocking TE, Possession TE, and Vertical Threat.
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Blocking TE
1,050 in attributes and 200 in traits. 1,250 TPE total.
Possession TE
A big time 250 in traits plus 1,010 in attributes. 1,260 TPE total.
Vertical Threat
Again, a lot in traits: 250. 990 in attributes for a total of 1,240 TPE.
OFFENSIVE LINE
There are three archetypes of offensive linemen in the sim: Mauler, Balanced Lineman, Athletic Lineman.
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Mauler
There are only two traits for this build at 200 TPE. There's 1,045 in attribute TPE for a total of 1,245 TPE.
Balanced Lineman
Again two traits for 200 TPE. 1,030 in attributes. 1,230 TPE total.
Athletic Lineman
The same two traits are available here for 200 TPE. Add in 1,080 TPE for attributes for a total of 1,280 TPE.
TL;DR
Here's what max earning caps look like for each build:
Q Gunslinger 1,260 TPE
Q Pocket Passer 1,260 TPE
QB Field General 1,295 TPE
QB Scrambler 1,325 TPE
QB Mobile 1,275 TPE
RB Fullback 1,300 TPE
RB Power Back 1,300 TPE
RB Receiving Back 1,275 TPE
RB Speed Back 1,285 TPE
WR Possession Receiver 1,280 TPE
WR Slot Receiver 1,280 TPE
WR Speed Receiver 1,230 TPE
TE Blocking TE 1,250 TPE
TE Possession TE 1,260 TPE
TE Vertical Threat 1,240 TPE
OL Mauler 1,245 TPE
OL Balanced Lineman 1,230 TPE
OL Athletic Lineman 1,280 TPE
They are all fairly close together, but there is a 95 TPE range. If you are someone who wants to have the most TPE possible on offense, maybe try Scrambler QB. If you don't like being capped, maybe stay away from being a Balanced Lineman.
TBH, I have no idea how the sim works. I feel that there should be a higher TPE cap for every player. For example, the SHL would require like 3500 TPE to max out everything but its only realistic to reach 2100 TPE. This creates more variables between top players - some speed receivers may be faster than others instead of all of them being at 95 or 100. It creates more decisions for the users. And what do you do when you hit the top? Stop?
I personally don't like the thought that I could realistically reach my cap - and someone else has a higher cap. Just my two cents. Let me know what you think!
(775 WC)
So here's my deep dive into what player building looks like from my newbie perspective and my thoughts about the system. Each player starts with 50 TPE across the board. This article has a lot of math. There is a TL;DR at the bottom.
QUARTERBACKS
There are 5 builds for a quarterback in this league: Gunslinger, Pocket Passer, Field General (sounds badass), Scrambler, and Mobile. For every quarterback build, here is the update scale:
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Gunslinger
Working through each Gunslinger attribute, we add 1,110 TPE. Add another 150 for Traits and the max earner build sits at 1,260 TPE. This build is a very concentrated build focusing a max of 100 attribute points in Arm Strength. Accuracy and Intelligence are also very high.
Pocket Passer
Pocket Passers have more expensive trait buys than Gunslinger at 200 TPE. Add on 1,060 TPE and the total sits at 1,260 TPE. This is a slightly more balanced build - it equally distributes points across Arm Strength, Intelligence, and Accuracy.
Field General
The Field General build has 200 TPE of Traits and 1,095 extra TPE in the build. This adds up to a new high max earn of 1,295 TPE. Intelligence is the attribute at 100 with Accuracy and Arm Strength trailing right behind.
Scrambler
A Scrambler has 1,175 TPE plus 150 in traits for a total of 1,325 TPE. Since this is a dual threat quarterback, there is more possibility for growth across all attributes. Speed is the max 100 attribute.
Mobile
Mobile quarterbacks have 1,125 TPE that go into the build and an extra 150 TPE in traits. That totals to 1,275 TPE. This is the more balanced build of the two dual threat quarterbacks. The true do-it-all.
RUNNING BACKS
There are four different archetypes of RBs: Fullback, Power Back, Receiving Back, and Speed Back. The utilize the same update scale as the quarterbacks:
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Fullback
This build has 1,100 TPE in attributes and 200 in traits. 1,300 TPE in total. From the looks of it, this is a very balanced build.
Power Back
This build is another balanced player, but in different attributes. 1,100 TPE in attributes and 200 n traits for a total of 1,300 TPE.
Receiving Back
1,075 TPE used in attributes and 200 in traits. 1,275 TPE in total.
Speed Back
This is the first build that has 4 traits to be purchased for 300 TPE. Add in 985 for attributes and you have 1,285 TPE.
WIDE RECEIVERS
There are three types of receivers: Possession Receivers, Slot receivers, and Speed Receivers. Here's the update scale:
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Possession Receiver
150 TPE in traits, 1,130 in attributes, and a total of 1,280 TPE.
Slot Receiver
Exactly the same as the first receiver: 150 TPE in traits, 1,130 in attributes, and a total of 1,280 TPE.
Speed Receiver
1,080 in attributes, 150 in traits for the lowest receiver total of 1,230 TPE.
TIGHT ENDS
There are once again three different builds for this player type: Blocking TE, Possession TE, and Vertical Threat.
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Blocking TE
1,050 in attributes and 200 in traits. 1,250 TPE total.
Possession TE
A big time 250 in traits plus 1,010 in attributes. 1,260 TPE total.
Vertical Threat
Again, a lot in traits: 250. 990 in attributes for a total of 1,240 TPE.
OFFENSIVE LINE
There are three archetypes of offensive linemen in the sim: Mauler, Balanced Lineman, Athletic Lineman.
Update Scale:
0-50 - costs 1 TPE to go up 1 point
51-70 - costs 2 TPE to go up 1 point
71-80 - costs 5 TPE to go up 1 point
81-90 - costs 10 TPE to go up 1 point
91-95 - costs 15 TPE to go up 1 point
96-100 - costs 25 TPE to go up 1 point
Mauler
There are only two traits for this build at 200 TPE. There's 1,045 in attribute TPE for a total of 1,245 TPE.
Balanced Lineman
Again two traits for 200 TPE. 1,030 in attributes. 1,230 TPE total.
Athletic Lineman
The same two traits are available here for 200 TPE. Add in 1,080 TPE for attributes for a total of 1,280 TPE.
TL;DR
Here's what max earning caps look like for each build:
Q Gunslinger 1,260 TPE
Q Pocket Passer 1,260 TPE
QB Field General 1,295 TPE
QB Scrambler 1,325 TPE
QB Mobile 1,275 TPE
RB Fullback 1,300 TPE
RB Power Back 1,300 TPE
RB Receiving Back 1,275 TPE
RB Speed Back 1,285 TPE
WR Possession Receiver 1,280 TPE
WR Slot Receiver 1,280 TPE
WR Speed Receiver 1,230 TPE
TE Blocking TE 1,250 TPE
TE Possession TE 1,260 TPE
TE Vertical Threat 1,240 TPE
OL Mauler 1,245 TPE
OL Balanced Lineman 1,230 TPE
OL Athletic Lineman 1,280 TPE
They are all fairly close together, but there is a 95 TPE range. If you are someone who wants to have the most TPE possible on offense, maybe try Scrambler QB. If you don't like being capped, maybe stay away from being a Balanced Lineman.
TBH, I have no idea how the sim works. I feel that there should be a higher TPE cap for every player. For example, the SHL would require like 3500 TPE to max out everything but its only realistic to reach 2100 TPE. This creates more variables between top players - some speed receivers may be faster than others instead of all of them being at 95 or 100. It creates more decisions for the users. And what do you do when you hit the top? Stop?
I personally don't like the thought that I could realistically reach my cap - and someone else has a higher cap. Just my two cents. Let me know what you think!
(775 WC)
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