NCAA OD Discipline System

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  • BrntO4Life
    My Aunt Ida Smokes.
    • Mar 2009
    • 6866

    NCAA OD Discipline System

    This is the world's most perfect discipline system for NCAA ODs!

    First, it's important to note when building a system like this that it is both as random AND fair as possible. Since only user teams can incur suspensions, they must occur with infrequency, yet still be entirely random feeling.

    1.) Create an Excel spreadsheet with all pertinent information, as I have done here:

     

    To make things as fair as possible, note that the "Team" column extends far below the screenshot. To simulate the fact that there are 120 teams in FBS football, you will have the user teams in your OD listed, along with however many "N/A" slots necessary to reach 120 slots.

    In mine, we have 12 users. The names are present along with 108 "N/A" slots to simulate the remaining schools in FBS football.

    Next to the "Team" column, I have created columns for the Position, String, Length of Suspension and Cause of Suspension. The cause is largely for fun, but it makes for interesting combos. Go wild here and create as many causes as you like.

    2.) Now, it's time to generate a week's worth of possible suspensions. Note the right side of my image. It is a simulation of the remaining weeks in the 2015 season of my current OD.

    To do this, visit http://www.random.org and open up tabs for both a List Randomizer and an Integer Generator.

    NOTE: In order to run a perfectly random discipline system, these two randomizers MUST be used concurrently.

    3.) Copy the list of teams and "N/A" slots into the List Randomizer. In my opinion, it's vital that the list goes into the randomizer with the user teams alphabetized at the top and the N/A slots underneath. This prevents accusations of favoritism/deck-stacking.

    Hit "Randomize".

    A list will come up, numbered 1-120 with your user teams scattered throughout. This is perfect.

    4.) Now, switch to the tab with the Integer Generator. You will be generating THREE integers (teams) per week. This is 51 total generations in a season - not too many, not too few.

    I like to draw integers one at a time. Feels more random to me.

    Anyways, at the generation screen, you want it to generate "1" or "3" integers with a value between "1" and "120". The column field doesn't matter with such a small sample size.

    Press "Get Numbers". It will spit back either 1 or 3 numbers.

    5.) Cross-reference these randomly generated numbers with your randomized list in the other tab and see if any user teams hit.

    If not, everyone is safe for a week. If you have at least one hit, you've got some extra work on your hands.

    ASSUMING AT LEAST ONE HIT:

    So 1, 2, or 3 teams had players misbehaving this week, huh? Now, you need to open two more tabs - one List Randomizer and one Integer Generator.

    You will now follow the same steps you did finding teams, except with respect to Position, then String, then Length of Suspension, and finally Cause of Suspension.

    I like to randomize the list for each of these and then have an integer correspond to each.

    1.) So, you have 21 different positions. Run the list randomizer with the positions (ordered as the game does originally) and then run an integer generator to fetch one integer between 1 and 21. The player suspended comes from this position.

    2.) Cross-reference the chosen position with that user's team roster. You need to find out how many NON-INJURED or REDSHIRTED players are currently at that position.

    EX: 5 players at HB, but one is hurt and one is redshirted. There are currently 1st, 2nd, and 3rd string candidates for discipline.

    (This has an added bonus of forcing pulled redshirts, much like what occurs in real football on occasion.)

    Now, you randomize a list based on how many strings are available and an integer set based on that number. Cross-reference the two and you have your string.

    Do the same for suspension length and suspension cause and you have a suspension to dish out!

    If you look at my image, suspensions occurred 3 times in 9 weeks - exactly 1/9 of the time.

    It happened to no team more than once and the punishments were fair.

    One player was punished for 8 weeks before the bowl game. If they are not Seniors, the punishment carries over to the next season. This forces users to consider cutting players if the punishment isn't worth carrying the added roster weight.

    As I said, this is the perfect system for injecting excitement into a tired league.

    If you have any questions, fire away.
  • Nevermind
    Pewter
    • Oct 2008
    • 976

    #2
    Good ideas.

    Comment

    • PP
      Senior Member
      • Feb 2010
      • 4994

      #3

      Comment

      • JeremyHight
        I wish I was Scrubs
        • Feb 2009
        • 4063

        #4
        I was thinking something along the same lines, but I automated the process completely in to one customizable spreadsheet. I would upload it here, but the forums won't let me attach it, so I will upload some images of it instead.

        The difference between our systems is that I made a fully automated process in a spreadsheet that you can change in any way you want. It is based around having three options: Probability of Suspensions (How likely do you want a suspension to be), Maximum number of suspensions per week (a limit on how many can be handed out), and the Maximum number of games a player can be suspended. Basically, you put in the options you want and calculate, the system does the rest for you.



        The first image has suspension probability of 30% with up to 3 suspensions and a max of a 14 game suspension (one entire season). You'll notice that several people have under the 30% roll, but only the 3 lowest rolls get a suspension. After that, the position and string are randomly selected.



        The second image has suspension probability of 20% with up to 2 suspensions and a max of a 4 game suspension. In this case, only 2 people can be selected for suspensions and they could only receive up to a 4 game suspension.



        The final image has a suspension probability of 15% with up to 5 suspensions and a max of a 12 game suspension. Because teams didn't roll low enough, only 2 suspensions were awarded.

        Best things about it, it can be done in about 5 seconds just by hitting a three button combination to reroll all the numbers. Also, it is customizable, so if you want longer or shorter suspensions, you can do it or if you want no limit on the number of suspensions per week, you can do that, too. Also, if you have teams leave, just delete their row of data and it will automatically not count them, so it can work for any number of teams.

        Link: http://www.virtualsportsnetwork.com/...Generator.xlsm

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