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Redshirt Progression Update


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Right now Redshirt progressions are set at the lowest rate in the sim.  It's a pretty frustrating experience in general for a redshirt Progression to always be pretty terrible.  I feel it's also pretty unrealistic, there are many examples of (Fr) who came in and played extremely well.  

 

I would like to propose that redshirt progressions are updated, so that their progression can fall anywhere on the progression scale (starter, special teams, bench, redshirt).  There can be some weighting added so that the highest level progressions are less frequent, but I think the game would benefit from some variability in redshirt progression.  It would enhance team building strategy, and give rebuilding teams more options in their approach to improving. 

I'm open to other redshirt progression ideas - this topic can be a discussion around improving the mechanic 

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I just wrote an algorithm that can normalize a range between generating a number between a given min and max value. I am also open to adding some variability to redshirt players with a higher rate being received based on a critical chance.

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27 minutes ago, smackemz said:

I would like to propose that redshirt progressions are updated, so that their progression can fall anywhere on the progression scale (starter, special teams, bench, redshirt).  There can be some weighting added so that the highest level progressions are less frequent, but I think the game would benefit from some variability in redshirt progression.  It would enhance team building strategy, and give rebuilding teams more options in their approach to improving.

I love this idea. Even if the percentages are very low, 75/20/4/1 for example, with a max of 15 redshirts you've got a good chance of someone showing up to campus and really balling out.

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2 hours ago, Piercewise1 said:

I love this idea. Even if the percentages are very low, 75/20/4/1 for example, with a max of 15 redshirts you've got a good chance of someone showing up to campus and really balling out.

agree

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