2024 RULES: Anti-Tanking
Posted: Thu Feb 29, 2024 12:50 am
I've had some messages this season about tanking or inactive teams. It's something that's come up over the years, but something difficult to resolve because the best answer is replacing an inactive or bad GM with a new person. If you don't have a big wait list of people ready to jump in, that's difficult. And harder to recruit in the middle of the busy season with all the weekly simulations and periodic grade updates, etc.
Thinking on that more, if we can't get a big wait list going, maybe we have a dozen or so existing players on some kind of interim GM list and if a team goes unmanaged for four weeks or something, the current GM gets replaced by the interim guy whose playing in another league already but willing to step in to do some small management things during the season until the original GM comes back or permanent replacement found.
There's been talk before about "firing" GMs if they don't meet certain standards of team success for a reasonable time, as well as maybe using the various league structures as some kind of promotion/relegation system. We kind of do that with AFFL as any new openings in our original league need to be applied for and AFFL members review accomplishments, participation and fit to approve a new member filling a vacated spot. An issue if we did a lot of that might be losing those team ties and fun of building a roster over time if people moved around from team/league to team/league more frequently.
Although the league is founded on realism and trying to emulate the NFL rules as much as possible, perhaps there are some small things that could be done as penalties or discouragements for things most league players don't want to have encouraged like blatant tanking for some.
We currently try to make it difficult to intentionally lose while having good players by having the sim bring in the top two NFL statlines from beyond the depth chart. So if you have a top RB in the league but leave him off your depth chart intentionally, the sim coach will bring him in anyway. We also have the sim coaches bench a starting QB for a better one under certain conditions (like losing at halftime and a QB on the bench with strong update). I think we'll probably try to expand that in the game simulator a bit more, perhaps going to backup QBs earlier if get behind by 2+ scores early, as well as perhaps reaching beyond the designated QB2 to find any QB on the bench with good stats so they couldn't be hidden at all intentionally similar to RBs and receivers.
I personally don't think "rebuilding" should be outlawed. Teams rebuild in reality, and often makes the most logical sense if you've got a bad roster and need talent that you'd trade away veterans for additional draft picks and go into rebuild mode. I think we just don't want it to be blatantly trying to bench the best players to intentionally lose unrealistically. The sim coach helps prevent that and could do more ahead.
I cannot really spend a lot of time analyzing every team in every league or managing their depth charts for them or deciding who is tanking too much, etc. so definitely need automated systems like a sim coach hindering blatant tanking by the front-office and perhaps more programming logic in the depth chart pages to so some auto-replacements when injuries. One reason we don't do that, besides the additional difficult programming, is that when a player comes back from injury how will it know to swap players back, and if we have it do a lot of automated depth chart changing what if that conflicts with the decisions teams make for themselves.
Feel free to contribute other ideas, especially if this is a topic of concern to you.
Thinking on that more, if we can't get a big wait list going, maybe we have a dozen or so existing players on some kind of interim GM list and if a team goes unmanaged for four weeks or something, the current GM gets replaced by the interim guy whose playing in another league already but willing to step in to do some small management things during the season until the original GM comes back or permanent replacement found.
There's been talk before about "firing" GMs if they don't meet certain standards of team success for a reasonable time, as well as maybe using the various league structures as some kind of promotion/relegation system. We kind of do that with AFFL as any new openings in our original league need to be applied for and AFFL members review accomplishments, participation and fit to approve a new member filling a vacated spot. An issue if we did a lot of that might be losing those team ties and fun of building a roster over time if people moved around from team/league to team/league more frequently.
Although the league is founded on realism and trying to emulate the NFL rules as much as possible, perhaps there are some small things that could be done as penalties or discouragements for things most league players don't want to have encouraged like blatant tanking for some.
We currently try to make it difficult to intentionally lose while having good players by having the sim bring in the top two NFL statlines from beyond the depth chart. So if you have a top RB in the league but leave him off your depth chart intentionally, the sim coach will bring him in anyway. We also have the sim coaches bench a starting QB for a better one under certain conditions (like losing at halftime and a QB on the bench with strong update). I think we'll probably try to expand that in the game simulator a bit more, perhaps going to backup QBs earlier if get behind by 2+ scores early, as well as perhaps reaching beyond the designated QB2 to find any QB on the bench with good stats so they couldn't be hidden at all intentionally similar to RBs and receivers.
I personally don't think "rebuilding" should be outlawed. Teams rebuild in reality, and often makes the most logical sense if you've got a bad roster and need talent that you'd trade away veterans for additional draft picks and go into rebuild mode. I think we just don't want it to be blatantly trying to bench the best players to intentionally lose unrealistically. The sim coach helps prevent that and could do more ahead.
I cannot really spend a lot of time analyzing every team in every league or managing their depth charts for them or deciding who is tanking too much, etc. so definitely need automated systems like a sim coach hindering blatant tanking by the front-office and perhaps more programming logic in the depth chart pages to so some auto-replacements when injuries. One reason we don't do that, besides the additional difficult programming, is that when a player comes back from injury how will it know to swap players back, and if we have it do a lot of automated depth chart changing what if that conflicts with the decisions teams make for themselves.
Feel free to contribute other ideas, especially if this is a topic of concern to you.