(05-10-2018, 07:26 PM)TheMemeMaestro Wrote:SBA just had a massive recruitment drive like 50+ new people in a season. To a point where they had to add 4 new NCAA teams and 2 new SBA teams after they had just added 1 the year before. If we could get something like that we would be golden.How'd they do it?
As best as I can tell with a quick browse around our forums the only recruiting incentive is $1m when your recruit hits 150 TPE (something of which I just learned and judging by the fact there are 4 replies to the topic I wouldn't be surprised if a lot of people didn't know about this). I'm interested in how the SBA handled it - and more importantly how much of that class is retained - because the first thought that came to my mind would end up very similar to the SHL's which also doesn't seem very effective. Despite having ~250 people hop on the site on any given day only 6 participated in the most recent recruitment drive and less than a quarter of the previous draft class was both a) recruited and B) earned 45 TPE (SHL starts at 155).
Bumping up that recruiting incentive couldn't hurt but I'm skeptical on how much help it'd be. I'd be a fan of making it tiered, as well, if we do. Maybe something like:
$1m for 75 TPE
1 TPE for 150 TPE
2 TPE for 300 TPE
3 TPE for 500 TPE
5 TPE for 750 TPE
All of which would be cumulative. That would mean you could potentially earn 11 extra TPE and $1m for recruiting someone who gets enough into the league that they create an all-star caliber player (about 30 players are currently 750+ TPE) or 3 TPE and $1m if they participate enough to create a good player. You also get a little something for recruiting someone that gives the league a shot even if they don't end up panning out ($1m for earning and applying 25 TPE). That's like recruiting the squad you play fortnite or whatever with gets you a season of free training if they gain 25 TPE each with the added benefit that a couple of them might stick around.
If we're concerned about TPE inflation we could also engineer this to death by having a pool of recruitment TPE that we're comfortable with that gets handed out every offseason. Each recruit that reaches 150 TPE (or whatever) gets you 1 share of that pool, 300 gets you 2, 500 gets 3, and 750 gets 5. Every player's shares are summed up and divided into the pool value to figure out how much each share is worth. Example:
50 recruitment TPE per offseason with 10 max per individual
User A has a recruit hit 500 TPE and another recruit hit 150 TPE - 4 shares
User B has a recruits hit 300 TPE and another recruit hit 150 TPE - 3 shares
User C has a recruit hit 150 TPE - 1 share
User D has 5 recruits hit 150 TPE - 5 shares
User E has a recruit hit 750 TPE, a recruit hit 500 TPE, and 2 recruits hit 150 TPE - 10 shares
User F has a recruit hit 300 TPE - 2 shares
25 total shares means each 2 TPE per share
A gets 8
B gets 6
C gets 2
D gets 10
E gets 10
F gets 4
The advantage here would be that it makes recruiting worth more when there isn't a lot of recruiting going on and worth less when there is (automatic counter-cyclical stabilizers). The major disadvantage would be that it's not easy to explain and it's way more complicated than necessary.
Dunno but I'm definitely interested in what's worked for other leagues since "recruit more users/retain more users" is by far the best way out of this. Hopefully some newer members can chime in about what hooked them into sticking around.