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Author Topic: Initial League Creation Thread  (Read 296 times)
JWay
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« on: June 25, 2009, 10:17:19 PM »

Okay tonight I went through and did a mock creation, to kind of review and test everything out how I felt I would want things. I like where they ended up, but there's still room for debate.  Anyway here's what I did. The glowing tasks are where the suggestions are most needed.

Picked a 16 team, 2 league, 4 division setup, if we recruit to 20 teams, we can easily add those in later.

Left award names as is, we need to decide those.

No DH, set initial draft for 140 rounds.

Change the draft to start on June 16 so that it will happen closer to the middle of the season starting between the 5th and 6th sims of the season.

Setting for 20 rounds with 22 rounds of creation.  (This may be too much, that's where I want input.)

The draft pool reveal date will occur before the draft, not sure when.

Set cash max to 40 mil, set salary cap to 100 mil, etc.

Set the league foreigner percentage to 30%, changed the college/high school to just 5%.

Set the season to always start on April 1.

Interleague play, yay or nay?

Checked to make sure all star game was scheduled.

Do we want wild cards? I am leaning towards no if we have 16, yes if we have 20.

Eliminated the hall of fame requirements as we will be voting on those ourselves.

We should get creative with naming the minor leagues and feeder leagues. Lets do that.

After playing around with tests we need about 48 feeder schools to fill 70%ish of a 20 round draft. The rest will be generated players that will be 90%ish foreign.  (It'll stay 30% for the first season, as initial creation seems to leave the first year of feeders a bit dry so we won't overrun with foreingers.)

We will be using nutlaw's settings for the feeder leagues, so that players leave highschool by 17 and college by 21 so that by the end of the year they're all 18 and 22, not 19 and 23.

The feeder leagues schedules will start in February or March, so that their seasons will end soon enough for the draft pool to be ready on time.

The rookie league start date (i guess i should note that there will be a AAA, AA, A, and RL) is set for July 1, so after the draft you will have a sim or two to setup the newly draft players in their right spots, and they will get a full short season.

Turned off coaches and scouts.

Turned off hidden players

Left injury setting on default.  Some people say high is better, some prefer low, I'd rather go high then low, but I'm not terribly picky.

Set all ratings, potential and stuff to 1-10 scale and stars.

Option to save boxscores, replays, and  game, news injury transaction logs.

Set correct rules for minor league roster sizes.



.....

That's about it. Is there anything else anyone can think of?
« Last Edit: June 28, 2009, 07:31:35 AM by JWay » Logged

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PotatoPeeler
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« Reply #1 on: June 26, 2009, 08:31:44 AM »

# of rounds in the draft: I don't really have an opinion on that.  I like the idea of creating more players than there are draft slots.  I'm thinking 20 rounds may be a bit much, but I'm not really sure.

Interleague play:  I've never been a fan but in a small league, it might now be a bad idea.

Wild cards: I'm thinking with 20 teams a couple of wild cards would be good.  If you add them with a 16 team league, that would mean half the league would make the playoffs.  I guess there are pros and cons for that.  For instance, having that many teams make the playoffs would certainly keep things interesting later in the season.  However, it may cheapen the accomplishment of reaching the playoffs.  I certainly don't care one way or another.  I'm fine with either way.

Creative names: These are good.  Even better when you've got logos and unis to go with them.

Injury settings: Default seems alright.  What if we used Matter2003's injuries file?  I like the way he's eliminated instant CEI's.  I'm using it in my solo league and it seems pretty good.
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JWay
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« Reply #2 on: June 26, 2009, 08:39:58 AM »

Injury settings: Default seems alright.  What if we used Matter2003's injuries file?  I like the way he's eliminated instant CEI's.  I'm using it in my solo league and it seems pretty good.

I have been watching that thread closely. I'm hoping he completes it soon.  The ONLY gripe I have with it is the appearance that he increased day to day injuries. Since we will be simming 15 days at a time, it allows a lot less micro managing, and these injuries might end up being more of a nuisance than helpful. Definitely open to debate on that!!  I have not yet played with it, do you think that could be a problem PP?

Also I'm not sure where I got 20 rounds, maybe I feel like thats the default?  I don't know.  But it could be more than plenty that's for sure.

I'd also like to institute a independent league at some point if it becomes feasible. I think that'd be fun. I hate seeing guys sit in FA doing nothing, so the extra draft slots would be necessary.

Thanks man for the thoughts!
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NormV
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« Reply #3 on: June 26, 2009, 11:14:39 AM »

# of rounds in the draft:  Not sure how the league will run this.  That would have an effect on my opinion.

Interleague:  Prefer to keep them separate especially if there are only 16 teams.

# of wild cards:  As PotatoPeeler said, in a 16 team league it does not seem to make a lot of sense.  But at 20 perhaps a couple.

Since I am new to this game, it is hard to come up with ideas until I know what I am doing and what is going on.
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JWay
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« Reply #4 on: June 26, 2009, 11:25:21 AM »

# of rounds in the draft:  Not sure how the league will run this.  That would have an effect on my opinion.

Interleague:  Prefer to keep them separate especially if there are only 16 teams.

# of wild cards:  As PotatoPeeler said, in a 16 team league it does not seem to make a lot of sense.  But at 20 perhaps a couple.

Since I am new to this game, it is hard to come up with ideas until I know what I am doing and what is going on.

As for the draft, we'll likely spend 5-7 (depends if a weekend/holiday gets stuck in there) days running through it. I hope to have a plan set so that everyone knows when they are drafting via time slots. It should keep the draft moving and be the most fair way to do it. After the alloted time, I would refresh the league file, owners would download it, have a day or two to update their draft lists in game and send in an export, I'd simulate the rest of the draft (the in game draft list would take care of itself, or if you choose just to let the computer roll, it will.) Upload another fresh file, and we'd continue on our merry ways!

(Norm I know you're new so I would explain the draft list function rather well when that time comes, which it will during the initial draft)

Did that help?

As for not having many ideas, that's quite alright, they don't all have to come now Smiley
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spleen1015
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« Reply #5 on: June 26, 2009, 11:38:57 AM »

No to interleague.

No wild cards if there are 16 teams, yes if there are 20.

Thanks for the high salary cap. This way we'll at least get to spend the money we make. If the cap is too low, you can't do that.
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warfisch
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« Reply #6 on: June 27, 2009, 10:30:15 AM »

Personally I am a fan of high injuries.  It makes you go deeper into your reserves, more challenging, etc.  I usually play with the default file, injuries set to high (realistic modern day).

I agree on wild cards (no for 16, yes for 20)

I will definitely need info on the draft list as well.  So many questions on how to play this game in on-line mode.  I have a huge number of hours in solo play, though.

No Short A?  *sniff*  I guess I have to get rid of one of my logos *sniff* *sniffle*
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beorn
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« Reply #7 on: June 27, 2009, 12:31:52 PM »

Personally I am a fan of high injuries.  It makes you go deeper into your reserves, more challenging, etc.  I usually play with the default file, injuries set to high (realistic modern day).
I agree.  It's a lot more fun if your full roster and even some spare parts at AAA really make a difference.
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JWay
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« Reply #8 on: June 27, 2009, 12:47:16 PM »

Yeah I was hoping there wasn't a huge pull for a low injury setting, I like high a lot.
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« Reply #9 on: June 27, 2009, 09:38:38 PM »

No interleague.
No wild cards.
Injuries are part of the game, so we'll adapt.
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Al Flynn
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« Reply #10 on: June 29, 2009, 09:20:39 AM »

If we are @ 16 teams 2 leagues of 8 in 2 divisions each league.... I say yes to wild card.

If you only allow 4 teams to make th eplayoffs in the whole league that is going to foster alot of dead teams mid way thru the year. Teams who are in 3rd with no shot at 1st are not going to care anymore and that's just not fun.

If you put in the wild card that gives those teams something to fight for. That forsters more exports and more league commitment/activity and isn't that what we are wanting?

I say absolute no to scouts and coaches.

1-10 ratings actual and potential. Stars off (they are fairly useless anyway).

I think a 10 to 15 round initial draft is enough to get guys psyched and into it. any longer then that and it just kinda drags.

I am really more in favor of AAA,AA,A but with injuries so high we will likely need more like how you have the Rookie A as well.

Interleague all depends on how many Games you want to play. More then 120 then go interlegaue 120 or less we don't need interleague.

all just my 2 cents.

Doc
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« Reply #11 on: June 29, 2009, 10:03:56 AM »

I would favor not more than normal injuries for the first year ... it seems to me there will be enough to learn figuring out who's really a player on our CBU rosters in the first season, without having to ensure we have decent depth at AA shortstop.  Undecided
After one season, if we want more injuries, I'm OK with that.

Similarly, I like the level-playing-field scouts suggested elsewhere. I have five-eight hours a week to put toward this game, not 30, and helpful but not omniscient scouts will let me field a better team.

Initial draft I actually prefer at 20 rounds, then computer picks, which lets you set the tone for the team but with some players you haven't hand-picked, to encourage active trading early on. For subsequent drafts I rarely manually draft past five rounds in solo leagues anyway, so 15 rounds or 25 is all the same to me, as long as I can keep my R and A league squads full.

While I thought I would hate interleague when MLB went that way, I've found I like it, so a yes against the tide on that one.
I agree with an earlier poster who said for participation purposes we should have a wild card regardless. It's tough to stay active all season when you're out of contention in May.
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pat
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« Reply #12 on: June 29, 2009, 05:38:26 PM »

Left injury setting on default.

I’m with Rondell. I think we should lower it in our initial year then gradually increasing it as we progress until we reach the default setting.

We should get creative with naming the minor leagues and feeder leagues. Lets do that.

I’m really not creative with names. Pardon the foreigner. 

Do we want wild cards? I am leaning towards no if we have 16, yes if we have 20.

I have no preference with wildcard.

Interleague play, yay or nay?

I’m alright with interleague play.

The draft pool reveal date will occur before the draft, not sure when.

Maybe a month before so we could have two sims worth of scouting the prospects.

Setting for 20 rounds with 22 rounds of creation.  (This may be too much, that's where I want input.)

Maybe we could lower it as the league grows. Many of those guys would probably just end up in the minors.

Left award names as is, we need to decide those.

I like naming it to the legends but as soon as we have a decade or so of history, we might want to change that to our very own players.
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pat
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« Reply #13 on: June 29, 2009, 05:48:33 PM »

Also, do we show ratings over 10?

I prefer not. So we do not know if it's a low or high 10.

Pat
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« Reply #14 on: June 29, 2009, 08:04:31 PM »

Actually, I'm in favor of ratings over 10 being shown.
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