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Is this bad...
 
Cormag001
Posts: 0
Posted on 2011-11-08 10:19:14
Basically, this weekend I took two hours out of my day to design a spreadsheet to put all of my players skills in (using the spreadsheet that shows the players skills). From the spreadsheet, I performed calculations as to what position each player should play, based on what skill I thought was appropriate for the position.

My roster was completely new. Only one player was playing their natural position.

Is it good that I did this, or is this taking the whole "re-order your depth chart" thing too far?

Cheers
  
AncientGreco
Posts: 3094
Posted on 2011-11-08 10:57:45
Definetely good!

You will rarely see/have a player right from the start with the given skill set based on his "current BPOS".

In GI you need a bit of feeling and you need to get used to "build" your players into the positions.

Later on... well you should be prepared:

With training the physicals and the caps popping up here and there you will need to rethink positions - this is why i always suggest to start with physicals as soon as possible.

On Defense side is not that hard: they all need tackling and in case a DL caps to early in strength but with decent speed you can easily move him to OLB/CB or even SF/MLB with high INT

On offense side... well it can be a pain... GI is a game of patience! If you decide to build your team right from the scratch... well... 2-3 full seasons until you have your "1st full team" ready - and from this point on it becomes easy to handle - good luck
  
Daudy
Posts: 1441
Posted on 2011-11-08 11:44:38
It's not a bad idea at all to start early on with spreadsheets and keeping things organised.

My only real point of advice concerning the way you've done things is that you should be wary of pigeonholing your current players (and any future players be they transfers or youth pulls) into positions based solely on their starting skills (besides intelligence and confidence depending on how much you believe they affect the way your players play). The skills given to your starting players plus every other youthpull is pretty much entirely random and shouldn't really determine a player's position (as they're low). While switching a 5 tackling QB to LB and a 5 passing LB to QB might seem like an efficient use of skills already there, sometimes the whole process of playing them in those new positions enough to affect BPOS isn't worth the time.

At this stage, you should mostly concentrate on physicals like AncientGreco suggested. Non-physical skills are generally less important in a starting team amongst bots or other newer teams. A player's proper playing position usually depends pretty heavily on this, talent, and/or other factors (such as consistency and intelligence, again, depending on what you believe works). You'll hear people talk about weight and height also, but that depends on how soon you believe a new match engine will arrive (which many players believe is not very soon) and how much height especially will influence that.

You can also use spreadsheet formulas (taking into account coaches, TW, focus, etc) to help you calculate how long it should take to increase a physical skill. This helps you determine if they're capped or not if you do not have a supporter account.


EDIT: The majority of starting players generally have no real future at your club. So feel free to just play them in their default positions without worrying too much and concentrate on your other team building things.
  
Endever
Posts: 1060
Posted on 2011-11-08 22:18:02
Well, actually I haven't seen many managers creating a spreadsheet in the first two weeks of being here. But it's a good investment in the teams development.

It helps you in many ways such as long term development, current best team on the field and showing the teams possibilities/weaknesses/strengths.

The advantage of building a spreadsheet is, that you can develop your own management and developing style with weighting specific hard and soft skills.

Just keep in mind the tips my 'pre-authors' mentionned and furthermore read the classical guides like 'spilling the beans' and the rookie guide. On top of that: build your own opinion on what is working in Gi and what is not.

And furthermore. Have fun and feel free to ask questions 8whatever is on your mind)

Good luck!
  
Cormag001
Posts: 0
Posted on 2011-11-09 12:21:10
Wow, thanks! I couldn't ask for better responses.

What is the formula to determine when a player increases his skill? That sounds very useful.

Also, when you say to train physicals, do you mean things such as fitness instead of positional skills?

I sort of screwed up while building the stadium, I built some VIP seats on the side I got my original 1,000 seats, without realizing that it would shut down the whole section. My attendance will be zero for a short time.

Thanks for all the great help.
  
Daudy
Posts: 1441
Posted on 2011-11-09 13:04:07
Yeah, physicals are fitness skills. But usually they refer specifically to strength and speed, as those are the two with hidden caps (stamina goes up all the way to 20 on everyone).

As for formulas, you should try use the information from the FAQ, plus information from your own situation (i.e. teamwork, coaches, training intensity, etc). So say for example you calculate you have 9 training points to work with (the 8 minimum base points + 1 coaching token for fitness) for fitness. You'd then want to add half of a player's teamwork value (as this gives additional points). Then you'd want to add on any additional points or percentage from training hall (only for non-physical skills), fitness hall (only for physical skills). Once you've got that, make sure your player isn't 28 or older, otherwise he loses a percentage of points.

So for example, if I have a 27 year old player training physicals with 20 teamwork, 1 fitness coach, and 10+/-2 base points, I'd expect to get a total of 21+/-2 points or 19 points minimum spread randomly across my three physical skills (if I'm training all fitness skills).

The problem here is that your points are randomly being spread across speed, strength and stamina, so it's impossible to tell how much each is getting. If you're trying to determine a cap, you'd want to focus training on ONE skill and then subsequently apply the appropriate percentage (read FAQ on training point distribution when on a focus).

So for example, using my above guy with 19 minimum fitness training points a cycle. If I focus on speed, 75% of that 19 points will be guaranteed to go to speed each week (15% randomly goes to stamina and strength and 10% is lost). From that, you can calculate the maximum number of cycles it should take you to reach 100 training points in speed. If it takes longer than that and there's still no change, you'll know he's capped in speed.

Non-physical skill caps can be calculated from talent. Supporter accounts can also just tell you when a physical is capped if you don't wish to observe each week and create formulas. However, formulas can still help even with supporter accounts, just to give you an idea how long it might take to achieve the level of training you want.
  
Cormag001
Posts: 0
Posted on 2011-11-09 13:23:15
Again, thanks for the awesome help.

I think I understand what you are saying, there's just a few really simple questions.

When you say your example of 10+/-2 base points, what does this mean? What are the base points?

If I were to focus on speed, would exactly 75% of my training go towards speed?

While speaking of formulas, is there any others I may need besides finding the training cap?

Thanks so much.
  
AncientGreco
Posts: 3094
Posted on 2011-11-09 13:36:19
Cormag001 wrote:


When you say your example of 10+/-2 base points, what does this mean? What are the base points?



Check the FAQ - each player gets everyweek 10 +/-2 points for training as base

On top to these:

-> Points from Teamwork /2
-> Points from Coaches when available for the skill(set)
-> Points from facilities

Cormag001 wrote:


If I were to focus on speed, would exactly 75% of my training go towards speed?



Yes

Cormag001 wrote:

While speaking of formulas, is there any others I may need besides finding the training cap?



When having 20 Fitness Coaches and Fitness Center
-> it takes a maximum of 4 weeks focused training for a skill up - if it does not happen after the 4th training update you hava a capped skill.

withouth coaches and/or fitness center it takes longer - do the math based on the facts since i dont have the "how long´s" in mind.
  
Kazimierz
Posts: 688
Posted on 2011-11-10 19:36:07
I use a custom spreadsheet myself, to determine what to train, etc. My player's positions are all selected, but the spreadsheet helps me visualize my team and strategy
  
Cormag001
Posts: 0
Posted on 2011-11-11 4:17:39
Kaz - What forumlas do you use? I would love to have some of them if you don't mind.
  
 
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