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Old 08-21-2012, 08:50 AM   #2802
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It's probably company property and all, but how does the simulator even factor in the effectiveness of O-Lineman? Is it a PFF style thing where better run-blockers yield a better running team? Do WRs have blocking grades? TEs? Ultimately the whole system seems like it would be hardest to figure out with O-lineman. Conversely, a guy like Jackson that had a nice year in the 'clogging' department on the D-Line; is there any way for the simulator to account for that?

I just wonder how much of the true nuance of the game can really be factored in.

Another question I had as I was reading the rules was the line that noted that a RB that gets over 300 carries would be less effective the following year. In other words, Sandbox is willing to move away from the 'real world' results a little bit. If that's the case, does it work in the opposite direction as well? If I give a 3rd round guard a bunch of snaps this season when his real team doesn't, is he going to improve at all for me the following season? Does the simulator plug in a Street Free Agent value for a rookie guard with a high pedigree (say a 2nd rounder) that doesn't get playing time in the real world but might've succeeded had he done so? Or does it give credit to that pedigree? Are there random 'breakout' players distributed throughout the game; guys that didn't excel in real life (or even play), but have completely unexpected strong seasons when put in a position to play?

Say as much or as little as you'd like, obviously - it's your baby and we don't have to know all the details, but this would be fairly interesting to know going forward.
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