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Old 08-08-2011, 02:01 PM  
Rain Man Rain Man is online now
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Your Chance To Participate In A New Football Phenomenon (Sandbox Simulations)

I apologize if the mods think this is soliciting, and I guess it is, but at the same time it's beta testing a new product developed by long-time planeteers, and it's free.

cdcox and I have been developing a new football game for the thoughtful fan, where players build franchises and compete against each other. A description is below.

If you're interested, we're offering the game for free in Year 1 to Chiefsplanet members, with the goal of both giving the system a dry run and also hooking you like Phillip Morris. You can go to www.sandboxsimulations.com to sign up, and use the access code 6Lanier3.

Here's the overview:

Build and manage a full 53-player roster over multiple seasons, as an offseason activity to give you year-round football

Select your personnel to match your offensive and defensive scheme. Every position matters – even your blocking tight end.

Realistic and accurate simulations of league games based on head-to-head matchups against other teams in your league.


This is essentially a new concept in fantasy football that attempts to simulate as closely as possible the management of a real NFL franchise over a multi-year period. Unlike regular fantasy football, every position on the offense and defense contributes to your success or failure. On special teams, the punter, kicker, and kick returners matter.

In Sandbox Football you will build a team – an entire 53-man football team – via an initial draft, and will maintain it year after year in annual rookie drafts, trading periods, and free agency. You compete against teams in your league. In the first year of the game, before the start of the NFL season, you will build your roster by drafting veterans and rookies through separate drafts, and through trades with other teams in the league. Your roster is frozen at the beginning of the NFL season. During the real regular NFL season, you can focus on your traditional fantasy games and perhaps keep on eye on your Sandbox roster as our statistical models build the data on player performances. At the end of the regular NFL season, the Sandbox season begins. There will be 16 games in the season. In real time, the season will run about 8 weeks (2 alternate reality games per week).

Game outcomes will be simulated based on the performance of individual players during the just-completed NFL regular season. The simulations, developed by a PhD statistical expert, estimate how individual players will perform in the context of your alternate reality team competing head-to-head against other teams in the league and with the specific team that you have built. The simulations will consider the offensive and defensive schemes that you select. So you can build your roster to support a power running game or a high-flying passing attack. You can run a 3-4 or 4-3 base defense. You can run nickel formations or four-wide receiver sets. You can rotate your DL to keep them fresh.

The game is more about building a team than playing video games. So this isn't Madden, but you will have the ability to tweak your game plan to take the best advantage of your roster and the weaknesses of your opponent. Injuries are a factor in the game. If a player is unavailable during weeks 3 through 6 in the NFL, he is also unavailable during the same weeks in the alternate reality season. So roster depth matters. The game simulations are based on the most advanced statistics and the latest research regarding what matters in winning an NFL game. But, the outcomes of the games have a random component, just like real NFL games.

The calendar for the alternate reality league year will look something like this:
• Jan to Mid March: Alternate Reality regular season and playoffs.
• Mid-March to the beginning of NFL season: Roster building through trades, veteran draft (first year), free agent drafts (2nd year and beyond), and rookie draft.
• Beginning of NFL season to end of regular NFL season: Alternate reality league is dormant, but the NFL players are generating their performance stats for the up-coming AR league.
• Rinse and repeat.

Copyright Sandbox Simulations, all rights reserved.

We're still finalizing the cost structure, but this won't be an expensive game to play at all. It might range from a few bucks a year to $50 per year, depending on a few factors.

Year 1 will require a couple of days of drafting with rather high intensity, but we've got it set up where you can put your draft list together and do customized and automated drafting if you like.

So...go! Now! Time to get ready for the draft!




Note that we are still in beta testing, so things could change if we find problems in the system.


How Free Agency Works:

Free Agency will begin before the 2012 season after the rookie draft.

Our process is as follows for the 2012 season. In 2013 and beyond there will be minor changes as noted later.

1. We will unveil the list of available free agents so you can check out the talent pool.

2. If you look in "Standings", you will see that you have a salary account value of $1,300. You will use this to sign your veterans to contracts, sign your rookies to contracts, and (in a competitive bidding process) sign free agents to contracts.

The cost of a contract is as follows for players already on your roster (both veterans and rookies).

$0 - 1 season contract
$10 - 2 season contract
$22 - 3 season contract
$37 - 4 season contract
$55 - 5 season contract
$76 - 6 season contract
$100 - 7 season contract

You will sign your existing players to contracts using an interface that we will unveil shortly. If your 53-man roster is set you can spend your $1,300 on your current roster. However, it may be worthwhile to hold some money back so you can compete for free agents.

3. The free agency period begins.

Bidding for free agents will be open and competitive. As players come available, teams will be allowed to sign them if they are the high bidder. The contract length is automatically calculated by rounding down the bid to the chart below.

Contract Length (Seasons) Salary Points Bid
1 0 to 9
2 10 to 21
3 22 to 36
4 37 to 54
5 55 to 75
6 76 to 99
7 100 or more

For example, if you submit the winning bid for a player at a price of 25 salary points, that player becomes yours under a 3-year contract. If you submit a bid for 35 points and win, it’s also a 3-year contract. If you submit a bid for 38 points, it’s a 4-year contract. If you submit a bid for 120 points, it’s a 7-year contract.

For the 2012 free agency period, we will enforce the 53-man rule. You will need to cut down to 53 players before the free agency period starts, and if you sign a player to go above 53, you will need to cut a player to stay within the roster limit. NOTE: DON'T CUT YET UNLESS YOU WANT TO. WE'RE STILL FINALIZING THE SYSTEM AND WANT TO BE SURE THAT THIS RULE WORKS IN 2012.

4. Ending Bidding and Ending Free Agency.

Bids on an individual player will begin once the first player places a bid. For the 2012 season that bid must be $1 or more. Bidding ends when the existing high bid had not been raised for 72 hours. At that point, the high-bid team is awarded the player under the contract terms described in Step 3.

The free agency period in 2012 will end once there have been no bids on any players for 72 hours.

5. Unused Salary Points

If you do not use all of your salary points in a given year, they will roll over from year to year. This is experimental and we'll have to see how it works. If it doesn't work, they'll expire each year, or maybe a portion of the points can roll over. Right now, assume they all roll over.

6. Salary Points and Roster Management

In the Sandbox system, salary points and the salary cap are used only for acquiring players. You will never have to track the number of salary points “on your roster” and you will never have to cut a player for salary cap reasons.

Additionally, you are not obligated to keep a player for the full length of his contract. You can cut him or trade him at any time. However, recognize that it’s a waste of salary points to cut or trade a player before the end of his contract. But it doesn't hamstring you going forward - it's just past money that you wasted.

7. Free Agency and Contract Length - Retaining Your Current Players

When a player reaches the end of their contract, they go back into the free agency pool and teams will bid for their services. You are eligible to bid on them to get them back, just like you can bid on any free agents.

There is one exception to the rule of free agents going into the free agency pool, as follows:

• At the end of the bidding process, you have the opportunity to re-sign your own players by outbidding the high bidder. Your bid must be the minimum points to increase their contract period by a year over the high bid. (Example: your player goes to free agency, and another team bids 50 points for him, which equates to a 4-year contract. You can keep the player by paying 55 points for him, which is the minimum amount for a 5-year contract.) If the high bidder offered a contract of 100 points or more (7-years), you can keep the player by bidding 10% more points than the high bid.

8. Free Agency and Trades

If you trade for a player, their contract length is a consideration. Trading for a player with 6 years left on his contract will give you his services for that amount of time (unless you cut him or trade him, or he retires). Trading for a player with 1 year left on his contract means that he’ll go back into the free agency pool at the end of the season. (Of course, you can still retain him via Step 7.)

9. Future Years

In future years, the process will be identical to that shown above, with the following exceptions.

a. Because you will have a lot of veteran players under contract, you won't need $1,300. You'll get a new annual allotment of signing dollars. We're still working on the exact amount, but it looks like it'll be between $500 and $600.

b. In the 2012 season, we will introduce all free agents at once to catch up. In the 2013 season and beyond, the free agency period will occur during the actual NFL season. We will sprinkle the free agents in one division at a time over the course of the season. (The divisions may be randomly selected or we may release a calendar. It doesn't matter that much.) This system should be interesting because some free agents will come available early in the season when you don't know their performance for the year - greater risk, greater reward - while other free agents will come available later in the season when you know what their performance will be, but so does everyone else.

c. In the 2013 season and beyond, you will be able to retain more than 53 players through the rookie draft and the main free agency period. You will then have a cutdown period to get to 53 and we will have a final free agency period where you can sign any players who have been cut. In that final period you will have to enforce a 53-man roster, so if you sign a player you have to cut one.

10. When you think about the schedule in 2013 and beyond, it will go like this:

a. Sandbox season goes from February through April.
b. Rookie draft in May. No 53-man limit.
c. Free agency from (likely) September through December, with free agents sprinkled in throughout that period.
d. January. Roster cuts to 53.
e. Late January. Final free agency period to flesh out rosters and sign players cut in Step d.
f. New Sandbox season begins.


Last edited by Rain Man; 05-27-2013 at 09:15 AM..
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Old 06-21-2012, 10:13 PM   #2011
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Geez, sorry guys. The site is back up.

I'm going to wait until 9:00 PM EDT tomorrow evening to rerun week 2.

You'll need to check your lineups because in addition to running the old software for week 2, I advanced the lineups to week 3. That means that any players injured on week 3 will be on the bench for week 2, until you reactivate them. Sorry.

This will give me a little time to fix the schizo behavior Dartgod uncovered (cascading failure) and the loss of down problem on false starts.
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Old 06-21-2012, 10:20 PM   #2012
AustinChief AustinChief is online now
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Originally Posted by cdcox View Post
Geez, sorry guys. The site is back up.

I'm going to wait until 9:00 PM EDT tomorrow evening to rerun week 2.

You'll need to check your lineups because in addition to running the old software for week 2, I advanced the lineups to week 3. That means that any players injured on week 3 will be on the bench for week 2, until you reactivate them. Sorry.

This will give me a little time to fix the schizo behavior Dartgod uncovered (cascading failure) and the loss of down problem on false starts.
Sweet.

I know it's been said, but can't be said enough... NICE WORK!
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Old 06-21-2012, 10:20 PM   #2013
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Originally Posted by Rain Man View Post
Hmm, the logic on the penalty was probably that the yards gained were greater than the yards of the penalty. But you're right in that it didn't account for the benefit of getting another down. We may need a tweak in the logic to account for that.

I'd never thought about it, but if you have a neutral zone/offsides penalty on a play where you gain more than 5 yards, but less than the first down, when do you take it? What's your opinion on the following scenarios?

Assume it's 1st or 2nd down and 10 and you get the offsides call after the play is run.

You gain 5 yards or less - You obviously take the penalty.
You gain 6 yards - take or decline?
You gain 7 yards - take or decline?
You gain 8 yards - take or decline?
You gain 9 yards - take or decline?
You gain 10 yards or more - You obviously decline the penalty

Now, if it's third down I think you always take the penalty if you didn't get the first down, so in your specific case it's straightforward. So it seems like we need a different logic for 1st and 2nd down compared to 3rd down, right?


With regard to the 4th down call, it looks like Ben was just trying to run out the clock and fumbled. Shades of Phillip Rivers against the Chiefs last year. It seems like the call was correct, but you just need to work on your C-QB exchange.
You are correct on the penalty. The 4th down call was a little different. Inside the 30, I had Provo in a run out the clock mode. Once they crossed the 30, they switched into hurry up mode, where they were willing to take a risk on going for it on 4th down. That combined with the dumb penalty call and the fumble by Roethlessberger were catastrophic.
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Old 06-21-2012, 10:51 PM   #2014
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I'm getting a "No Such Team" error....
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Old 06-21-2012, 10:59 PM   #2015
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Originally Posted by Fat Elvis View Post
I'm getting a "No Such Team" error....
Try:

http://sandboxsimulations.com/index.php

If that doesn't work use the back button until you get the top tool bar, logout, and then log back in again.

If neither works, let me know
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Old 06-21-2012, 11:01 PM   #2016
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When is league two gonna start?
Both leagues are running. Log on and look at the "League Schedule" to see the game scores and click on the play by play.
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Old 06-21-2012, 11:23 PM   #2017
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Both leagues are running. Log on and look at the "League Schedule" to see the game scores and click on the play by play.
Thank you
I was looking in the wrong place.

Looks good, except my QB spiked the ball to stop the clock in the third quarter.
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Old 06-21-2012, 11:43 PM   #2018
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Thank you
I was looking in the wrong place.

Looks good, except my QB spiked the ball to stop the clock in the third quarter.
I believe I fixed that error and you won't see it in the games moving forward.
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Old 06-22-2012, 08:13 AM   #2019
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I'm going to dig into the interception problem (probably simple) and the weird 4th Q drive.

I think the first down spiking is okay. The clock does not stop on a first down in the NFL. I've seen teams complete a long pass, rush down field, snap the ball and spike it. My logic even makes a spike on first down more likely since there are more downs to burn. Am I missing something?
Corona
2nd Q 2:43 1st and 10 Corona 15 Roy Helu rushes for 2 yards.
2nd Q 2:01 2nd and 8 Corona 17 Matthew Stafford passes complete to Matt Forte for a gain of 35 yards. Two minute warning.
2nd Q 1:53 1st and 10 Independence 48 Roy Helu rushes for 3 yards. time out Corona
2nd Q 1:45 2nd and 7 Independence 45 Matthew Stafford (pressured) passes incomplete, dropped by Plaxico Burress.
2nd Q 1:38 3rd and 7 Independence 45 Matthew Stafford passes complete to Brandon Gibson for a gain of 23 yards.
2nd Q 1:22 1st and 10 Independence 21 Matthew Stafford spikes the ball to kill the clock.
2nd Q 1:19 2nd and 10 Independence 21 Matthew Stafford passes complete to Matt Forte for a gain of 13 yards.
2nd Q 1:03 1st and goal Independence 8 Matthew Stafford spikes the ball to kill the clock.
2nd Q 1:00 2nd and goal Independence 8 Matthew Stafford passes complete to Matt Forte for a gain of 9 yards. Touchdown, conversion
Corona 17, Independence 0

Two instances in less than 20 seconds to support your logic.
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Old 06-22-2012, 09:46 AM   #2020
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Thank you
I was looking in the wrong place.

Looks good, except my QB spiked the ball to stop the clock in the third quarter.

When he comes to the sideline you have to say, "Elvis, look at the clock. We're in the third quarter."

cdcox has also programmed Matt Cassel to throw screen passes into the dirt on every fourth throw. This is the most advanced simulation on the market.
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Old 06-22-2012, 09:58 AM   #2021
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When he comes to the sideline you have to say, "Elvis, look at the clock. We're in the third quarter."

cdcox has also programmed Matt Cassel to throw screen passes into the dirt on every fourth throw. This is the most advanced simulation on the market.
My initial thought was, "Well... I do have Vick as my QB, so maybe it's not really a glitch."
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Old 06-22-2012, 01:37 PM   #2022
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I might have to set my gameplan at 90% run for this week. I'm thin at receiver to start with, but this week I only have 2 guys active. Mike Thomas and Roscoe Parrish.

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Old 06-22-2012, 02:48 PM   #2023
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Originally Posted by rageeumr View Post
I might have to set my gameplan at 90% run for this week. I'm thin at receiver to start with, but this week I only have 2 guys active. Mike Thomas and Roscoe Parrish.

Do it, so we can test teh system.
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Old 06-22-2012, 07:53 PM   #2024
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Week 2, version 2 now posted.

Gremlins should be way down, but let me know what you find, it is very helpful.
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Old 06-22-2012, 08:02 PM   #2025
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Interceptions are still screwed up. Let me try again. Site down.
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