Fantasy College Basketball 2014-15
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Terry_Tate
After reading just a little of this I think average score is the way to go as well. Don't have to worry about number of games then, and can just start the 12 or so guys you think will score the best that week. Keeps it pretty simple.SportsAndLady;1661110 wrote:I didn't have a problem with it either. Although someone could probably really exploit it if they put the work in to research players with a lot of non conf games.
I'm okay with average score, too. I think that's the best way imo. -
Mulva
I agree with this also, as long as rosters get locked so that players can't be benched after 17 games to preserve a good average.Terry_Tate;1661154 wrote:After reading just a little of this I think average score is the way to go as well. Don't have to worry about number of games then, and can just start the 12 or so guys you think will score the best that week. Keeps it pretty simple. -
Laley23
Yeah, Im leaning this way as well. We pick the 12 players we think will have the best games and just roll with it.Mulva;1661157 wrote:I agree with this also, as long as rosters get locked so that players can't be benched after 17 games to preserve a good average.
Maybe have the stipulation that every roster spot has to play a game though. -
Azubuike24
I get what you mean. This may be something we have to just override the automatic scoring calculator, as I believe they are going to keep it at the first 2 games of the week instead of optimizing the 2 games.Laley23;1661148 wrote:I guess what I am asking is more for when we have guys playing 3 games a week. I am ok with using your bench player even if he isnt as good over your starter because its 2 games vs 1 game. That isnt as big of a deal.
But, when we have pre-season tournaments or, in general, a week with 3 games. How do we pick what 2 games our player is scored for? I think it would be nice to be able to pick out what 2 games he is playing in/being scored for as opposed to simply just scoring the first 2 games of the week...
However, once we get everything finalized and paid, I can go in and see exactly how we can tweak this stuff. I'm not sure how much this can be customized but it's pretty cool even with the free package, I'd think for $80 we could do almost any damn thing we wanted. -
Azubuike24I'm fine with the average too. This alleviates the whole problem and it makes scoring almost 100% done by the website. The less manual work, the better. The only thing I will have to do will be the 1-12 weekly scoring rankings, basically. The totals will all be done automatically.
I believe you can do a MINIMUM games per week too, so we can require that each spot plays at least a game too. -
MulvaPayout breakdown should also be finalized before the draft starts.
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birddog23For positions, we will be using what Fantrax uses, correct?
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Azubuike24Yeah, makes it much easier to just use as they have them listed.
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sportswizuhrd
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Azubuike24Boom.
We have 11 joined officially now (although S&L still hasn't confirmed on the site).
We can roll with 11, but obviously 12 is probably better for payout/roster purposes. Only Pick6 isn't in from last year. -
SportsAndLadyI'll join soon. Sorry computer went bye bye so just rocking the phone for now. Should be on there by the weekend.
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MulvaI personally would like to keep the payout simple and similar to last year instead of diluting it across 20 different categories.
Assuming we have 11 and do free fantrax, something like $160-80-40 1st-2nd-3rd, $10/week for weekly winner, and ??? for the last $30. -
Laley23Regular season winner?
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Mulva
The argument last year was that the regular season winner would take home a decent portion of the weekly $$$, which turned out to be correct.Laley23;1661455 wrote:Regular season winner?
I'm fine with doing it that way, but would be ok with having 1 creative category, too. -
Laley23
That is a good call, as you theoretically can win without winning a week, but lets be honest. Your gonna win at least 1/4 of the weeks if you get 1st, imo.Mulva;1661500 wrote:The argument last year was that the regular season winner would take home a decent portion of the weekly $$$, which turned out to be correct.
I'm fine with doing it that way, but would be ok with having 1 creative category, too.
I think we can come up with something fun. I would personally vote MVP (highest total points for the season). -
Azubuike24Just like in any fantasy league, I always prefer something to the regular season winner because it does take skill to win that over the whole year.
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Mulva
Cutting the weekly pay to $5 would leave $95 to play with instead of 30. Assuming the regular season is 13 weeks again. Plenty leftover to reward regular season champ in that case.Azubuike24;1661548 wrote:Just like in any fantasy league, I always prefer something to the regular season winner because it does take skill to win that over the whole year. -
Iliketurtles$160 to 1st
$80 to 2nd
$40 to 3rd
$5 to weekly winner
$50 to regular season winner
$25 to MVP
$20 to the highest team total for regular season. -
Azubuike24RESOLVED
-- I'm good with that breakdown ILT posted.
-- I think we're also settled on having it be done by AVG points throughout the week, with a minimum of every position must play at least 1 game (and I will check to see if I can do a total number of minimum games, like 20. This way, you could technically play a guy who has 3, and all 3 count, but you still have to play a minimum of games total to keep the average legit.
--Positions will be the same as last year, but with the rosters consisting of 15 players.
--Each team gets 2 wild card picks from any league outside of those listed.
--Playoffs will be the same. The top 6 make it, with the top 2 receiving byes. Point totals will again be the roto style weekly scoring based on highest PPG average.
STILL DECIDING
Pickups/drops. Do we stick to my suggestion that if you drop a player, you aren't penalized, but you can't add that player back at any time during the year, but other teams can? Hence the 15-player rosters.
Playoff seeding. Do we re-seed in the playoffs depending who wins the wild card weeks, or do we do a strict 1 vs 4/5, 2 vs 3/6 format?
Scoring formula. Everyone good with last year's formula for points? Should we slightly reduce the weight of the other categories like blocks and steals, which were 2X points? IMO, points are where it's at for the most part, and the best scorers weren't always that valuable. -
Laley23I like scoring, but as I said earlier, blocks and steals are way to valuable IMO. Knock those down to 1.5 with assists and I am good with all of it. If we don't change points, I am fine...though would prefer.
For adds and drops, I like your strategy, but think we either limit it to a certain number or limit it to 1 wildcard add and 1 from the conferences (so, 7 total). You also obviously have to drop a wildcard if you add one. -
Azubuike24With 15 players and 12 starting spots, the idea for adds/drops was basically to eliminate the need for them. The obvious case being, a player gets injured, suspended, redshirts, etc...and he simply doesn't play. The not adding them back rule is basically to prevent a player from even being dropped unless he's reasonably done indefinitely.
Maybe we should still make drops contingent on a legit reason? Not just...I drafted this guy who sucks in round 14 and want to add some undrafted guy who is now blowing up? I actually don't want the ability to really make roster changes for performance reasons. There should be an injury, suspension, etc basis for the change in the first place. -
MulvaI would prefer no adds or drops unless injury occurs. With 15 on the roster and utility spots, no sympathy if you can't put together 12 of them that dont suck.
Or if they are allowed, limit it to like 3 and have a cutoff date, like a trade deadline if you will. -
Mulva
This works for me, too.Iliketurtles;1661552 wrote:$160 to 1st
$80 to 2nd
$40 to 3rd
$5 to weekly winner
$50 to regular season winner
$25 to MVP
$20 to the highest team total for regular season. -
Laley23No adds or drops unless player will miss significant time (injury/suspension/etc). Agree no adding back (if he's a stud, roll with 14).
Same as last year, adds cannot exceed player output that is being replaced. -
Azubuike24So maybe we have a general discussion forum on here and basically have someone provide a link as to why they are dropping a player? I'm not opposed to any of it as long as it's not abused. That's all.