jlemmen43 wrote:it's not a major thing. You do your suggestions, I'll do mine. But since you asked, I made my case.
I appreciate your response. I don't take the 'each suggestion is it's own thing' approach because it doesn't reflect reality. Developer time is finite, and in the case of an aggressive schedule like the one WS maintains, quite limited indeed. That means that conversations about the relative impact and importance of suggestions are essential.
WarEagle13 wrote:Recruiting could use lat/Lon like the college football does. You don’t have to know where a hometown is, as you can sort recruits by miles from your university (100,200,300,etc). Makes complete since to me. For example, if I’m playing South Alabama, I can recruit south Miss, Louisiana, panhandle of Florida much easier (should be less costly) than I can in my own state in North Alabama (ie huntsville)
That sort of gets in to what I was talking about in terms of how it relates to other mechanics. For example, while I don't know the football game as well, there's a conflict between what you've described here and how pipelines work. If you're recruiting based on distance then it doesn't make sense to have pipelines covering a whole state. If you recruit the panhandle heavily but not Southern Florida, then why should any recruit in Miami or wherever give a darn about your 'Florida pipeline'?
In DDSCB, unless I'm very much mistaken recruits are still generated on a state basis, not a city basis or a high-school basis. The NWST (sp?) reports are still split up by regions defined by state lines. So what ends up happening is you have inconsistent mechanics fighting each other, rather than working together in a coherent design. For a distance-based approach to work well all of these kinds of elements need to be reworked.