03-12-2024, 12:52 AM
(This post was last modified: 03-19-2024, 08:53 AM by wetwilleh. Edited 1 time in total.)
Look I know you looked at the title and thought speed is by far the most important attribute in the sim so easy done for work no need for an article. And I promise this is not going to be one of those figuring out how important speed is by seeing the amount it weighs on overall or team success but instead on a very basic question asked in the DSFL rookies channel by one Roquefort:
I thought to myself what a wonderful idea, so I went and did it.
SETUP
To begin, I had to figure out which team I was going to use for this experiment and decided to land on this years Ultimini matchup between the Dallas Birddogs and The London Royals. I decided that since the Birddogs won it all this year it would be rude of me to edit that championship roster, but I also did not want to tarnish the London Royals name having them be attached to this experiment. And thus The Royals packed up ship, came back to the states and were rebranded into:
The MotherLoving Delaware Clams (Clam Up BABY)!
The next process was probably the most tedious of all, which was using the forums to find out the base speed for all the archetypes on the team, lowering each players speed to that rating in the sim and then figuring out how much TPE the players had left over. I then took that leftover TPE and applied it to other attributes, but mainly strength and agility in a ton of the builds. And this is how I changed every attribute:
QB – No Change (QB was already at base speed for Pocket Passer Archetype)
RB – Aaron Ford – +140 TPE
Strength 60–70 = 20 TPE
Hands 60-70 = 20 TPE
Intelligence 55-80= 80 TPE
Agility 70-74= 20 TPE
TE – No Change (TE was already at base speed)
OL – No Change (No active OL on team)
WR
Chopper Donquixote – +110 TPE
Hands 78 – 81 = 15 TPE
Agility 71 – 80 = 45 TPE
Strength 41 – 70 = 49 TPE
Intelligence 40 – 41= 1 TPE
Lane Wilson – +160 TPE
Strength 40-70 = 50 TPE
Hands 72-80= 40 TPE
Agility 70-80= 50 TPE
Intelligence 40-55 = 20 TPE
Hollywood Tez – + 90 TPE
Strength 50 –75 = 45 TPE
Hands 74 – 80 = 30 TPE
Agility 67 –71= 11 TPE
Intelligence 45- 49 = 4 TPE
DT
Maurice Gunner– + 19 TPE
Agility 50–59 = 18 TPE
Intelligence 42-43= 1 TPE
DE
Roman Alexander – + 30 TPE
Strength 75-80= 25 TPE
Endurance 50-52= 4 TPE
Intelligence 40-41= 1 TPE
LB
Ryan Joseph – + 20 TPE
Tackling 50-70= 20 TPE
Leopold Roy – + 100 TPE
Strength 75-80 = 50 TPE
Agility 70-75 = 50 TPE
Jonathon ByWater - + 18 TPE
Agility 55-64= 18 TPE
CB
Mooty Poop-Eater - +60 TPE
Strength 50 -70= 40 TPE
Tackling 50 - 60= 20 TPE
S
Honorious Salvator - + 30 TPE
Tackling 56-64= 16 TPE
Strength 63-70= 14 TPE
I only edited the speed of players who are currently active, as those are the most featured in the depth charts.
At first value the TPE total changes were a bit shocking to me, seeing lower numbers for some of the defensive ends but major changes to the corners and receivers. I then made all the adjustments to each and every player in the sim file DSFL CC files and ran off of those strategies and depth charts. This allowed me to sim the final game of the season, as the Dallas Birddogs came into Delaware for a beautiful championship game with Delaware opening as 3.5 point favorites.
Another reason for redoing the Royals was to allow the Delaware Clams to have the benefit of Home Field Advantage, as I assumed the team would need every bit of sim luck on their side to be able to win. With that I had everything set up, quickly hit save on the league and begun my 7 game series to see who would come out on top!
GAME 1
The first game in Delaware Clams history was of course a sellout as everyone wanted to know which was better: speed or strength?
Yeah it was speed. By a ton. Not even really close unfortunately. Highlights from the game include the Clams having no rush attack, as the lead running back had 15 yards on 15 attempts. The defense also could not stop any type of run game from the clams, allowing a little over 8 yards per carry. But teams have come back from down 1-0. But possibly change in game 2?
GAME 2
Okay so the Birddogs still scored 40, BUT the Clams did score a touchdown (a beautiful 3 yard touchdown pass to Hollywood Tez as the time expired). Once again the team lacked any type of run game while also covering next to none of the receivers on defense. 2-0 is not an impossible hole to come back from, so we head on to game 3.
GAME 3
Its getting better as the Birddogs are scoring less, but now it is time for a pivotal game 4 after going down 3-0. Once again the defense could not keep up with either the pass game or the rushing attack, as the Birddogs cruised to a win. Surely the clams can make the big comeback right? RIGHT?
GAME 4
Well Birddogs time to get out your brooms, as you have completed the 4-0 sweep. And as for the clam fam, it seems that maybe we should start working on getting a bit faster to keep up with our contemporaries when it comes to running. Who knew speed was this important, besides everyone?
Overall I ran a total of 50 simulations of games and the clams actually won one instance:
That's right the clams have their first (and only) win in league history in our 29th simulation, also finally covering the 3.5 point spread. After starting 0-28, the talent squad finally took home their first win.
Overall this lead to a 2% win rate for the Clams with base speed and TPE spread out into other talent areas, mainly strength and agility.
WHAT THIS MEANS
To answer Roques original question, a DSFL team would not beat up on anybody with a full talent squad as they just are not able to keep up on either side of the ball. The speed attribute is too important to the overall success in the sim, that to be a base speed team sets you too far back to compete. The biggest difference I could see was on the defensive side as the players just could not keep up with any offensive player on the Birddogs. The offense was able to put up points, topping 20 points in 10% of the games simmed, and averaging around 10 points a game. But the defense is unable to keep up, which was shocking to me specifically as the corners actually do start with a higher speed rating at base.
*Give 5% to Roque for the idea*
Overall a fun idea to test and I would love any recommendations on what the people want to see the Clams test in the sim next!
I thought to myself what a wonderful idea, so I went and did it.
SETUP
To begin, I had to figure out which team I was going to use for this experiment and decided to land on this years Ultimini matchup between the Dallas Birddogs and The London Royals. I decided that since the Birddogs won it all this year it would be rude of me to edit that championship roster, but I also did not want to tarnish the London Royals name having them be attached to this experiment. And thus The Royals packed up ship, came back to the states and were rebranded into:
The MotherLoving Delaware Clams (Clam Up BABY)!
The next process was probably the most tedious of all, which was using the forums to find out the base speed for all the archetypes on the team, lowering each players speed to that rating in the sim and then figuring out how much TPE the players had left over. I then took that leftover TPE and applied it to other attributes, but mainly strength and agility in a ton of the builds. And this is how I changed every attribute:
QB – No Change (QB was already at base speed for Pocket Passer Archetype)
RB – Aaron Ford – +140 TPE
Strength 60–70 = 20 TPE
Hands 60-70 = 20 TPE
Intelligence 55-80= 80 TPE
Agility 70-74= 20 TPE
TE – No Change (TE was already at base speed)
OL – No Change (No active OL on team)
WR
Chopper Donquixote – +110 TPE
Hands 78 – 81 = 15 TPE
Agility 71 – 80 = 45 TPE
Strength 41 – 70 = 49 TPE
Intelligence 40 – 41= 1 TPE
Lane Wilson – +160 TPE
Strength 40-70 = 50 TPE
Hands 72-80= 40 TPE
Agility 70-80= 50 TPE
Intelligence 40-55 = 20 TPE
Hollywood Tez – + 90 TPE
Strength 50 –75 = 45 TPE
Hands 74 – 80 = 30 TPE
Agility 67 –71= 11 TPE
Intelligence 45- 49 = 4 TPE
DT
Maurice Gunner– + 19 TPE
Agility 50–59 = 18 TPE
Intelligence 42-43= 1 TPE
DE
Roman Alexander – + 30 TPE
Strength 75-80= 25 TPE
Endurance 50-52= 4 TPE
Intelligence 40-41= 1 TPE
LB
Ryan Joseph – + 20 TPE
Tackling 50-70= 20 TPE
Leopold Roy – + 100 TPE
Strength 75-80 = 50 TPE
Agility 70-75 = 50 TPE
Jonathon ByWater - + 18 TPE
Agility 55-64= 18 TPE
CB
Mooty Poop-Eater - +60 TPE
Strength 50 -70= 40 TPE
Tackling 50 - 60= 20 TPE
S
Honorious Salvator - + 30 TPE
Tackling 56-64= 16 TPE
Strength 63-70= 14 TPE
I only edited the speed of players who are currently active, as those are the most featured in the depth charts.
At first value the TPE total changes were a bit shocking to me, seeing lower numbers for some of the defensive ends but major changes to the corners and receivers. I then made all the adjustments to each and every player in the sim file DSFL CC files and ran off of those strategies and depth charts. This allowed me to sim the final game of the season, as the Dallas Birddogs came into Delaware for a beautiful championship game with Delaware opening as 3.5 point favorites.
Another reason for redoing the Royals was to allow the Delaware Clams to have the benefit of Home Field Advantage, as I assumed the team would need every bit of sim luck on their side to be able to win. With that I had everything set up, quickly hit save on the league and begun my 7 game series to see who would come out on top!
GAME 1
The first game in Delaware Clams history was of course a sellout as everyone wanted to know which was better: speed or strength?
Yeah it was speed. By a ton. Not even really close unfortunately. Highlights from the game include the Clams having no rush attack, as the lead running back had 15 yards on 15 attempts. The defense also could not stop any type of run game from the clams, allowing a little over 8 yards per carry. But teams have come back from down 1-0. But possibly change in game 2?
GAME 2
Okay so the Birddogs still scored 40, BUT the Clams did score a touchdown (a beautiful 3 yard touchdown pass to Hollywood Tez as the time expired). Once again the team lacked any type of run game while also covering next to none of the receivers on defense. 2-0 is not an impossible hole to come back from, so we head on to game 3.
GAME 3
Its getting better as the Birddogs are scoring less, but now it is time for a pivotal game 4 after going down 3-0. Once again the defense could not keep up with either the pass game or the rushing attack, as the Birddogs cruised to a win. Surely the clams can make the big comeback right? RIGHT?
GAME 4
Well Birddogs time to get out your brooms, as you have completed the 4-0 sweep. And as for the clam fam, it seems that maybe we should start working on getting a bit faster to keep up with our contemporaries when it comes to running. Who knew speed was this important, besides everyone?
Overall I ran a total of 50 simulations of games and the clams actually won one instance:
That's right the clams have their first (and only) win in league history in our 29th simulation, also finally covering the 3.5 point spread. After starting 0-28, the talent squad finally took home their first win.
Overall this lead to a 2% win rate for the Clams with base speed and TPE spread out into other talent areas, mainly strength and agility.
WHAT THIS MEANS
To answer Roques original question, a DSFL team would not beat up on anybody with a full talent squad as they just are not able to keep up on either side of the ball. The speed attribute is too important to the overall success in the sim, that to be a base speed team sets you too far back to compete. The biggest difference I could see was on the defensive side as the players just could not keep up with any offensive player on the Birddogs. The offense was able to put up points, topping 20 points in 10% of the games simmed, and averaging around 10 points a game. But the defense is unable to keep up, which was shocking to me specifically as the corners actually do start with a higher speed rating at base.
*Give 5% to Roque for the idea*
Overall a fun idea to test and I would love any recommendations on what the people want to see the Clams test in the sim next!