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RCF NBA Re draft simulation League -Free agency period

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Here is the template for what I would like to see when you send me your starter list.
Starting Lineup:
Player 1 (- minus playing time)
Player 2
Player 3
Player 4
Player 5

Bench (minutes adjustment):
Player 6 (+ plus playing time)
Player 7 (- minus playing time)
Player 8 (+ plus playing time)
the rest - default

In the meantime I will be announcing trade transactions tomorrow and we will begin free agency.

I will also be evaluating team finances once rosters are finalized and loaded into the sim to determine if there is some inherent discrepancies amongst markets where we should utilize this feature outside of the defaults.

EDIT: This is an example so @David you don't have to have a starter with minus playing time.
what is the playing time supposed to represent? Would it be like this?

Paul George - 36 minutes per game
Corey Brewer - 24 minutes per game
Rajón Rondo - 36 minutes per game
etc.?
 
what is the playing time supposed to represent? Would it be like this?

Paul George - 36 minutes per game
Corey Brewer - 24 minutes per game
Rajón Rondo - 36 minutes per game
etc.?
No your coach will ulimately ballance the playing time based on the ratings and stamina of the players but you can force him to play a player more (+) alot more (++) or less (-). you can even bench a guy completely (0)
 
what is the playing time supposed to represent? Would it be like this?

Paul George - 36 minutsucking game
Corey Brewer - 24 minutes per game
Rajón Rondo - 36 minutes per game
etc.?
it basically means "more" or "less" than what they're already playing.

If you want to develop young guys, knock them positive. If a dude is sucking for your team, minus him out
 
No your coach will ulimately ballance the playing time based on the ratings and stamina of the players but you can force him to play a player more (+) alot more (++) or less (-). you can even bench a guy completely (0)
it basically means "more" or "less" than what they're already playing.

If you want to develop young guys, knock them positive. If a dude is sucking for your team, minus him out
Where do we see where they're already playing?
 
Hey I literally offered nerlens Noel and not a bite..

Are people over this already or what's going on
 
Where do we see where they're already playing?


They aren't going to have a standard play time, but assume your starters are going to be around 32-36. Unless like, I started Noah, who has no stamina.. He wouod start to play poorly and coach would end up putting his minutes around 24.

If you leave plus minus as is, your coach will use all players at his discretion based on how well they're playing.. Naturally George will get a lot of play.

Honestly id recommend leaving it all neutral for a couple weeks unless you have prospects you want to push.

Play it conservative and just go a single plus for a couple weeks and reevaluate.
 
Man the people I want to help most, I'll be competing against heavily. Tough line to toe lol
 
You don't respond to PM's well.

OadrSF0.jpg


I have a phobia and I hate saying that. I'm working on it
 
Here is the template for what I would like to see when you send me your starter list.
Starting Lineup:
Player 1 (- minus playing time)
Player 2
Player 3
Player 4
Player 5

Bench (minutes adjustment):
Player 6 (+ plus playing time)
Player 7 (- minus playing time)
Player 8 (+ plus playing time)
the rest - default
.

This understates the complexity of the system. 1-5 are sort of "options" but not scoring options necessarily. The computer ranks them strictly by PER, but I find that sometimes a lower PER guy who doesn't shoot but handles the ball well is better a slot higher than say a gunner who will get his shots no matter what. There is a struggle at times with your team getting enough scoring options on floor. If you look at your shots/per 36mn you'll find very few guys will step up and shoot 15 fga+/36mpg. But teams seem to suffer if there isn't a solid 2nd & 3rd option.

Also, rather than +/- a reserve's minutes. sometimes easier & better to move him down a slot, while 6/7 get plenty of time 8/9/10 don't. Another tactic is if the coach wants to play a guy you don't see doing well, move him down 2-3 slots below guys that aren't getting time. He'll keep playing his guy but the minutes will dwindle as he gives these new guys get more of a chance. As David notes, it's good to let a guy bounce up a few slots and see if he can perform and maintain his PER. Guys that do seem to carry it forward to some extent.

Also the positions of your 6 & 7s will influence how your team plays. Same way on starting squad. if your PG is #1 may be a different dynamic than if your #1 scorer is #1. there's some tweaking that can be done if you like to experiment.

Edit: by saying 8/9/10 don't, they'er much more solidly in the 10-18 range while 6/7 is 20-24, which to me is significant. 11-13 may only get 8 mpg if the teams deep enough.
 
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This understates the complexity of the system. 1-5 are sort of "options" but not scoring options necessarily. The computer ranks them strictly by PER, but I find that sometimes a lower PER guy who doesn't shoot but handles the ball well is better a slot higher than say a gunner who will get his shots no matter what. There is a struggle at times with your team getting enough scoring options on floor. If you look at your shots/per 36mn you'll find very few guys will step up and shoot 15 fga+/36mpg. But teams seem to suffer if there isn't a solid 2nd & 3rd option.

Also, rather than +/- a reserve's minutes. sometimes easier & better to move him down a slot, while 6/7 get plenty of time 8/9/10 don't. Another tactic is if the coach wants to play a guy you don't see doing well, move him down 2-3 slots below guys that aren't getting time. He'll keep playing his guy but the minutes will dwindle as he gives these new guys get more of a chance. As David notes, it's good to let a guy bounce up a few slots and see if he can perform and maintain his PER. Guys that do seem to carry it forward to some extent.

Also the positions of your 6 & 7s will influence how your team plays. Same way on starting squad. if your PG is #1 may be a different dynamic than if your #1 scorer is #1. there's some tweaking that can be done if you like to experiment.
The Roster interface has 5 starters and each player can have the option for default, more minute or minus minutes.

I'm not sure how it underscores anything since those are the roster options available on the interface.

what template would you suggest
 
The Roster interface has 5 starters and each player can have the option for default, more minute or minus minutes.

I'm not sure how it underscores anything since those are the roster options available on the interface.

what template would you suggest

+/- minutes is a game by game function. It will keep ramping up the minutes, it's not like, "more minutes than you think" it's , KEEP IT COMING.

also, I never suggested the 1/5 slots changed minutes, it changes opportunities. The guys are the top 1 & 2 tend to get more offensive opps then 3,4,5. but if you have a guy that's already going to shoot, but who is inefficient, it can help your team to move him down and encourage other guys with higher PERs to shoot. But this only works within limits. IF you don't have other guys to pick up the slack you'll just make your offense worse.

As I said, its' a complex little model.
 

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