I think that's probably true of the fillers in general this season. Get the impression it might work against everyone getting a full roster.
The fillers have been quite heavily hit by the use of current season activity. I mean, there's no reason at all that Kylez should be better than an active player. His current activity ranking puts him below guys like Somerset, Coldplay, Aby, Bobbity etc. despite having a higher post rank. That said, guys at the top end (Golding, Farny) are hit much harder than inactive guys at the lower end liek Kylez. But I agree, at the moment, there's not much of an incentive for the Spartans to fill their roster when they'd lose 2 quality options in Luffers and Farny. The Nippers are seeing a similar thing that they are better off with one injury in their ranks as then they can play Somerset. That said, if there were unsigned players looking to be signed, then the Spartans would have to take them (if every other team had 30, at least).
Trying to make the simming less of a pain by automating manual parts of it. I've had to expand my macro writing repertoire, unfortunately, but now the stats output is not only produced but also cut down to the relevant data so I don't have to do manipulation myself. To fully automate, I still need to: 1. Turn commentary output into one lump rather than 9 separate parts 2. Programme in each match's substitutions in advance If I can somehow achieve #2, then pretty much the simming would condense down to pasting in the teams and hitting a button.
How would selectors feel if I made the selection sheet more complicated in order to make simming easier? Code: Os du Toit Os du Toit Os du Toit Os du Toit Os du Toit Os du Toit Os du Toit Os du Toit Jonty Rhodes Jonty Rhodes Jonty Rhodes Jonty Rhodes Jonty Rhodes Jonty Rhodes Jonty Rhodes Jonty Rhodes Samuel Vimes Samuel Vimes Samuel Vimes Samuel Vimes Samuel Vimes Samuel Vimes Ishan Narang Ishan Narang James McDougal James McDougal James McDougal James McDougal James McDougal James McDougal James McDougal James McDougal Double Dong Double Dong Double Dong Double Dong Double Dong Double Dong Double Dong Hal Teja Callum Laing Callum Laing Callum Laing Callum Laing Callum Laing Callum Laing Callum Laing Callum Laing Michael Chung Michael Chung Michael Chung Michael Chung Michael Chung Michael Chung Siege Morgan Siege Morgan Jono Chewie Jono Chewie Jono Chewie Jono Chewie Jono Chewie Leumas Himann Leumas Himann Leumas Himann Cob Classified Cob Classified Cob Classified Cob Classified Cob Classified Cob Classified Zohaib Ikram Zohaib Ikram Chad Dyer Chad Dyer Chad Dyer Chad Dyer Chad Dyer Chad Dyer Chad Dyer Chad Dyer Andrew James Andrew James Andrew James Andrew James Andrew James Andrew James Andrew James Andrew James Chuck Faldo Chuck Faldo Chuck Faldo Chuck Faldo Chuck Faldo Chuck Faldo Chuck Faldo Ginger Furball Paddy Orr Paddy Orr Paddy Orr Paddy Orr Paddy Orr Paddy Orr Paddy Orr Paddy Orr Chris Raftery Chris Raftery Chris Raftery Chris Raftery Chris Raftery Chris Raftery Truman Lee Truman Lee Ginger Furball Ginger Furball Ginger Furball Ginger Furball Ginger Furball Ginger Furball Ginger Furball Girve Swervington This shows the players on the field for each 10 minute block of the game - how the BaaBaas current match orders might look with a different team sheet. Effectively, this combines the substitutions with the line-ups. I can then automate the substitutions in the sim and remove the one major piece which is still manual. Pros Simming a lot easier Cons Line-ups harder, at least for the first time Less flexibility with substitutions - no longer would you be able to bring on a player for the worst performer etc. Some player names would have to be shortened to fit within the space of a single tab (e.g. Cobra Classified has become Cob Classified - which isn't quite the same, is it.)
Yeah this. It's not taxing on selectors, but you should give them a template which includes things like which players would need abbreviated names. Making it a bit more explicit which lineups are on at any one time would probably encourage a bit more tinkering from selectors, which is healthy for a sim.
In theory, but not if selectors are incapable of doing the above method - which is a little more tricky. I still have to adjust line-ups reasonably often because incorrect simming names have been used, and if that happened in the above format, the sim would crash.
Losing the ability to take players off based on how they're performing would be a bit of a shame IMO. I've definitely always liked that factor as it is realistic, it has always been a major factor in me considering using FM for SoccerSim rather than the current sim. As someone could be having an absolute blinder but because their previous form hasn't been so great they get taken off, which just wouldn't happen in actual sport (unless for fitness reasons etc). If it is a massive pain in the arse at present I can understand wanting to change it, but I definitely feel like the sim would lose something because of it.
It's a real pain. Each time there's an order like "sub on X for the worst perfoming prop at 50 minutes", what I have to do is run a statistical report at that time mark, scroll through the list of 300 players to find the two props, compare their ratings and SCP, decide which one has performed worse, mull it over if their ratings are similar and then make the substitution. It only takes a minute for each instance, but it's also a process fraught with error. Occasionally, I may have forgotten to remove all the stats from the previous game - the new game will overwrite each 10 minute block's stats as the game progresses, but the stat report summarises the whole game - so if I've left stats in from the last game, I then have to manually go through each individual stat table and add up the rating points for the first 50 minutes, which takes quite some time. The reserve grade games are a breeze because there are no subs (at the moment) other than one for the Cnuts. Each reserve grade game takes about 5 minutes to sim from start to finish. An SRC or Provincial game can take 20-30 minutes because I'm always having to check what I've done with substitutions. The proposal above removes any need for those checks as the subs are locked in based on the orders and should mean an SRC/Provincial game only takes 5 minutes to sim.
Maybe for the finals you could revert back to allowing worst performers to be subbed but for regular season not worth it
This But this. It would be a shame to lose that tactic but at the end of the day if it's gonna save you heaps of time and effort it's probably worth it. Finals idea a good one IMO.
This is quite like how RLSim works (slight difference is that you specific the time of your 10 interchanges and then re-name the lineup at that moment - ie "13 minutes, Hayne, Burt" etc etc). I think it makes sense to have simming fully automated like that in general for a league or union game; cricket is different because AI bowling changes and declarations are so hard to code in properly but I think it should be a one-push affair for these sort of sims.
Can you look at tweaking kicking for touch/territory? There were a few instances in the Crabs v Vikings game like the below exchange: Basically Fung's kept the pressure on his team with a pretty shite kick all things considered. You'd expect a professional player to be able to get it at least 20m downfield, surely? It just seems that there's still far too many kicks with absolutely fuck all distance on them.
I think you see kicks like that in rugby reasonably frequently. The pressure is on the kicker so the options are either kick it 20m downfield and hand the ball over for the counter, or hoof the ball into touch for a lot less distance but to allow the set piece and to reorganise the defensive line.
One thing I noticed in the spartans gamblers game was alessi was taking most if not all of the penalty kicks for touch. Shouldnt that go to the tactical kicker?