|
Author |
Message |
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted January 31st, 2010 07:55 PM IP  New Trading System
-Each player in the league is assigned a Value based on their Age, Position, and Overall Rating.
-There is a formula that is used to determine a player's value.
-Each position has a modifier that is used to differentiate value between different positions.
-Each overall rating has a modifier that is used in the formula.
Formula
(Overall Rating/Age) x Position Modifier x Overall Rating Modifier x Overall Rating = Player's Value
Position Modifiers
QB - 2.0
HB - 1.2
FB - 0.7
WR - 1.1
TE - 0.9
LT - 1.4
G - 1.2
C - 1.2
RT - 1.3
DE - 1.5
DT - 1.2
OLB - 1.3
MLB - 1.2
CB - 1.4
FS - 0.9
SS - 1.0
K - 0.6
P - 0.6
Overall Rating Modifier
36-49 = 0.4
50-54 = 0.5
55-59 = 0.6
60-64 = 0.7
65-69 = 0.8
70-74 = 1
75-77 = 1.1
78-80 = 1.2
81-82 = 1.3
83-86 = 1.5
87-89 = 1.6
90 = 1.7
91-92 = 1.8
93 = 1.9
94-96 = 2
97-98 = 2.1
99 = 2.3
Other Factors
Once you begin to plan out a trade, you will add up the values of the players on both sides of the trade. However, player value is only one part of the process.
-The computer gets extra value added to their side of the trade based on how many players are on the human side of the trade.
1 player on the human side of the trade - 50 value added to the computer side
2 players on the human side of the trade - 200 value added to the computer side
3 players on the human side of the trade - 300 value added to the computer side.
-Also, position strength is considered in the valuation process. For each player you trade to a computer team, you must consider whether or not that player is an upgrade for the computer. If your player is an upgrade, he is more valuable. If he's not an upgrade, he'll be considered less valuable.
For every overall rating point your player is better or worse than the computer's pre-trade starter, you will gain or lose 10 value. For instance, if you're trading an 85 QB to a team that has a 70 QB for their starter, you will gain 150 value(15x10) to your side of the trade. However, if you're trading a 75 QB to a team that has a 93 QB for their starter, you will lose 180 value(18x10) on your side of the trade.
-If you are acquiring a starter from a computer team without giving them a replacement in the trade, the computer value will be increased. The amount increased will be equal to 10 value for every overall rating point(s) that the computer's backup is a downgrade. For instance, if you are trading for a team's starting HB without giving the team a HB you must calculate the difference between the starter and his back up. If the starter is a 90 overall, and the backup is an 80 overall: 100 value(10x10) will be added to the computer side of the trade.
If the computer does not have a backup, the difference will be determined by the best player in free agency at that position.
--The computer will place extra value on their rookies. After all, they just drafted them, so they're going to be reluctant to trade them. The computer will add 25% to the base value of their rookies.
-Finally, the computer will place a high value on their marqee players. If you are trying to trade for a player that is one of the Top 3 players (by Value as determined by the formula) on the computer's team, the computer will get 100 extra value added to their side of the trade. Kickers and punters will be ignored in determing the Top 3.
Determining a Computer Team's Starter
Since much of a trade's value is based upon who is starting for the computer, it's important that it be clear which player is considered the starter for our purposes. For simplicities sake, we'll assume that every team runs a 4-3 defense.
The positions of QB, HB, FB, TE, C, MLB, FS, and SS are easy. The highest rated player at these positions will be considered the starter.
WR, DT, and CB are also relatively easy. The two highest rated players will be considered the starters.
Tackle, Guard, DE, and OLB will be a little more complicated. For our purposes, we'll consider left and right interchangeable when it comes to determining the computer's starters. The top two highest rated players at tackle, guard, defensive end and OLB will be considered the starters. For an example, let's say the computer has ROLBs rated at 85, 80 and 67 along with LOLBs rated at 70 and 65. For trading purposes, we'll consider the 85 and the 80 to be the starters at OLB. Specifically, we'll say the 85 starts on the right and the 80 starts on the left.
For positions that have two starters (WR, T, G, DE, DT, OLB and CB), we’ll consider a player an upgrade if he is better than the second best starter. Likewise, the second best starter will be used when determining the upgrade/downgrade difference.
When is a Trade Acceptable?
A trade is deemed fair when the value on the human side is equal to or greater than the value on the computer side. For simplicities sake, we won't be allowing "close trades" to go through. For instance, if the computer value is 900 and the human value is 899, it won't go through.
Trading Procedure
Please try to do the math on your own before coming to me with a trade. I am more than willing to help, and I will try to give you the tools necessary to make the math as easy as possible. However, my part in your trade should ideally be, 1) Checking your math and 2) Processing the trade. I understand that this process might seem complicated, but I think we'll actually find it simpler, less time consuming, and more consistent than the previous system.
Additional Rules
-We cannot trade a player to the computer if there is a player in free agency at the same position with a higher value.
-With one exception(see below), trades will be given priority on a first come first serve basis. To clarify, the first team to notify the commissioner of the exact details of the trade they are actually wanting to execute will be processed first.
-Kickers and Punters can only be traded to the computer for other kickers and punters. (For instance, you could trade a kicker and a halfback for a kicker, but you couldn't trade a kicker for a halfback.)
Post-Draft Trades
Every year, the draft brings many new players into the league. There is often a great deal of interest in trading for the new rookies. As such, there will be a 48 hour period following the draft in which the "first come, first serve rule" will be irrelevant. During this time, every team can make offers to computer teams(via the commissioner). However, no trade will go through until the end of the 48 hours. Consider it a bidding contest. If two human teams are interested in the same player, the team that makes the best offer to the computer will get to make the trade. The best offer will be determined by Value differential. In other words, if Orlando is offering 1400 in value for a player valued at 1050 while I'm offering 1350 for the same player, Orlando will win (350 vs. 300) unless I raise my offer. I will give an outbid team the opportunity to raise their offer, but they must do so in a timely manner. Once the 48 hours is over, trading will return to the normal first come, first serve priority.
Trading Injured Players
Unless a player is "Out for the Season", you may trade him. However, his injury will reduce his value. For every week that a player is projected to be out, they lose 5% of their "Base Value". Currently, the spreadsheet doesn't incorporate injuries, so you'll have to do the math if you choose to trade an injured player.
Here's an example. If a player is out for 3 weeks, they will lose 15% (5 x 3) of their "Base Value".
Injured players on computer teams are treated as if they are healthy for trading purposes.
Human to Human Trades
As long as a trade isn't absurd, there are no restrictions on human to human trades.
(Edited by JoelBurns)
|
|
|
|
Hancock Member Posts: 103 Registered: Oct 2009 |
Posted January 31st, 2010 08:18 PM IP  Question about the rule regarding trading a player with an overall rating of less than 70. Is this across the board, or, are second/third players on the human side allowed to be less than 70.
For example, trading a WR worth 80 and a CB worth 69 for one computer player?
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted January 31st, 2010 08:20 PM IP  Across the board
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted January 31st, 2010 08:25 PM IP  btw, I added a couple of sections to the end of the original post.
|
|
|
|
Hancock Member Posts: 103 Registered: Oct 2009 |
Posted January 31st, 2010 08:25 PM IP  Will teams that initially win a bid for a rookie but are later outbid by a rival team making a higher offer be allowed to match said offer?
Also, I think offers should be kept secret if possible, and a team that is initially beaten on a trade offer be allowed only one chance to beat the initial winner.
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted January 31st, 2010 08:27 PM IP  Absolutely, the bidding will continue in such a situation(even past the 48 hour deadline) until a team concedes. (As long as a team makes their counter-offer in a timely manner.)
|
|
|
|
Hancock Member Posts: 103 Registered: Oct 2009 |
Posted January 31st, 2010 08:29 PM IP  To clarify my second point. If the initial losing team can not match or beat the winning team's offer on their first try, the initial winning team keeps the win. If, however, the losing team does exceed the first offer, the bidding continues, but vice versa.
To clarify. If you lose out on a trade for a player, you're given one chance to up your offer beyond the initial winners in order for the trade bidding war to continue.
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted January 31st, 2010 09:19 PM IP  Not exactly. If a team gets outbid, I'll let them know the number they have to beat. They can then choose to beat that number, or they can concede. If they choose to beat it, I'll then let the other team know their new number to beat. It could continue in this manner until the trade gets too rich for one of the teams.
It won't be like they are stabbing in the dark. They'll know the number they need to get to, and they can decide if they want to make that kind of offer.
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted January 31st, 2010 09:22 PM IP 
Quote:
Also, I think offers should be kept secret if possible, and a team that is initially beaten on a trade offer be allowed only one chance to beat the initial winner. |
Sorry, you added this after the fact, and I didn't see it. Your question makes more sense now. I won't be revealing to a rival bidder the players the opponent is offering, only the differential.
|
|
|
|
Hancock Member Posts: 103 Registered: Oct 2009 |
Posted January 31st, 2010 11:18 PM IP  I'd also be highly in favor of making a value boost for the computer if they're trading away a rookie.
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted January 31st, 2010 11:56 PM IP  Great idea. I've added this to the original post in response.
Quote: -The computer will place extra value on their rookies. After all, they just drafted them, so they're going to be reluctant to trade them. The computer will add 25% to the base value of their rookies. |
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted February 3rd, 2010 11:14 PM IP  The original post has been updated/finalized. The position modifiers have been adjusted based on the feedback I received.
Feel free to replace the default modifiers in this spreadsheet with our modifiers. The spreadsheet allows you to skip the math when determining a players base value.
If you have any questions about any of this, please let me know.
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted February 6th, 2010 03:53 PM IP  I added this clarification to the original post.
Quote: For positions that have two starters (WR, T, G, DE, DT, OLB and CB), we’ll consider a player an upgrade if he is better than the second best starter. Likewise, the second best starter will be used when determining the upgrade/downgrade difference. |
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted February 9th, 2010 11:43 PM IP  I've made a couple of minor tweaks to the trading system.
The following rule has been removed.
Quote:
-We cannot trade a player to the computer who has an overall rating of less than 70. |
Given the other rules we have, this prohibition seemed unnecessary.
Also, the amount of value added to the computer side of a trade (based on the number of players on the human side) has been reduced. Below are the new numbers.
Quote: 1 player on the human side of the trade - 50 value added to the computer side
2 players on the human side of the trade - 200 value added to the computer side
3 players on the human side of the trade - 300 value added to the computer side. |
The original post has been updated with these changes. If you have any questions, just let me know.
|
|
|
|
howardcs3 Member Posts: 36 Registered: Oct 2009 |
Posted February 18th, 2010 01:17 AM IP  question about trading one position for a different position on a computer team-
for example: if i want to trade for a computer's 2ND string FB (not a starter) on a team with just 2...which would leave the computer with the starting FB as the only player at his position. I am using a HB(different position) to make the trade. Would there be a downgrade penalty for that kind of move based on the highest FA available at the FB position?
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted February 18th, 2010 01:42 AM IP  In this scenario, the only "Upgrade/Downgrade" you have to worry about is how the HB you're giving up relates to the HB starter for the computer team. You only worry about "Upgrade/Downgrade" difference for the players you are giving up, and you only worry about "Starter Differential" if you are trading for the computer's starter. Free agency only comes into play if you are trading for a computer's starter, and he has no backup.
|
|
|
|
JoelBurns Administrator Posts: 867 Registered: Oct 2009 |
Posted February 24th, 2010 08:42 PM IP  I've added the following to the the original post.
Quote: Trading Injured Players
Unless a player is "Out for the Season", you may trade him. However, his injury will reduce his value. For every week that a player is projected to be out, they lose 5% of their "Base Value". Currently, the spreadsheet doesn't incorporate injuries, so you'll have to do the math if you choose to trade an injured player.
Here's an example. If a player is out for 3 weeks, they will lose 15% (5 x 3) of their "Base Value".
Injured players on computer teams are treated as if they are healthy for trading purposes. |
|
|
|
|
|
|
|
Glory is Forever :: :: The Commissioner's Desk :: Summary of our New Trading System |
|
|
|