Stats from solitaire league
Posted: Tue Feb 22, 2022 8:00 pm
During the offseason, I decided to re-embark on a project I started years ago. I've replaced the STOCK gameplans with a variety of VPNFL designed gameplans. I then, setup the team profiles page so that the teams would randomly select new gameplans each game to keep things fresh, Unfortunately, even though the game will allow teams to randomly pick gameplans based on the percentage on the team profile page, it will not select a random profile. I created several different defensive and offensive profiles based on VPNFL guidelines.
I converted the 1993 NFL league inside FBPRO98 to VPNFL ratings guidelines using the SWIFT ratings editor. As many of you know, the VPNFL ratings guidelines are very similar to our current VPNFL ratings guidelines.
I used the full range of ratings for each position and each ratings category. This created some wide variance between players and a distention between starters and reserves on many teams. It also created differentiation between "star" players and average players.
The results:
1 season of testing in the books...
San Franciso beat Buffalo in the Super Bowl 55 - 20 (Way to go, Charlie! ha!)
QB ratings ranged from 113 to 65 (Top 5 QBs over 100, Top 16 over 90 in a 28 team league)
43 receivers with over 1,000 yards receiving
23 HBs with 1,000 yards rushing (#24 finished with 997)
Team sacks ranged from 60 to 30
Individual sack leader had 21 sacks
Team points range from 600s to 200s (San Fran was an offensive machine)
While watching games, I saw something penalties being called other than defensive holding and ineligible receiver down field.
I saw players running after the catch and having break away runs. It was fun football to watch.
I'm going to continue my experiment. I have to convert the upcoming draft class to VPNFL/PNFL ratings guidelines. It should be fairly easy using the SWIFT editor. I'll continue to work on the gameplans and tweak some ratings. However, I share this initial information because I believe it reinforces the need for continued work on differentiating the player ratings. When we leverage the full MAX/MIN ratings, it seems to make a big impact on the game play on the field (not a surprise).
I converted the 1993 NFL league inside FBPRO98 to VPNFL ratings guidelines using the SWIFT ratings editor. As many of you know, the VPNFL ratings guidelines are very similar to our current VPNFL ratings guidelines.
I used the full range of ratings for each position and each ratings category. This created some wide variance between players and a distention between starters and reserves on many teams. It also created differentiation between "star" players and average players.
The results:
1 season of testing in the books...
San Franciso beat Buffalo in the Super Bowl 55 - 20 (Way to go, Charlie! ha!)
QB ratings ranged from 113 to 65 (Top 5 QBs over 100, Top 16 over 90 in a 28 team league)
43 receivers with over 1,000 yards receiving
23 HBs with 1,000 yards rushing (#24 finished with 997)
Team sacks ranged from 60 to 30
Individual sack leader had 21 sacks
Team points range from 600s to 200s (San Fran was an offensive machine)
While watching games, I saw something penalties being called other than defensive holding and ineligible receiver down field.
I saw players running after the catch and having break away runs. It was fun football to watch.
I'm going to continue my experiment. I have to convert the upcoming draft class to VPNFL/PNFL ratings guidelines. It should be fairly easy using the SWIFT editor. I'll continue to work on the gameplans and tweak some ratings. However, I share this initial information because I believe it reinforces the need for continued work on differentiating the player ratings. When we leverage the full MAX/MIN ratings, it seems to make a big impact on the game play on the field (not a surprise).