Wednesday, October 7, 2009

Your New Job!

A few things happen after the end of the National Tournament. Many of these things will have already happened if you are just joining the world. First off (most of the time) your prestige changes, whether this means up or down it effects who you will be able to recruit right away. You’ll notice that when you search “All D3 recruits” With (lets say) your C- prestige inseason and then do the same with your C+ prestige after the season is over you will have more, usually better recruits available to you. So take a chance to rescan recruits and see if there is anyone new. (The “better” recruits may or may not be on the top of your list because they might have a lower “overall” score but have better “cores”)

Also players transfer. Players can transfer from a school due to a lack of playing time and/or due to a coach breaking a promise to that player. These players are available right after the conclusion of the NT and can be viewed then and added to your watch list.

Another good thing to do is to search up 1 division within 100 miles. Any player that is within 70 miles may take your recruiting effort if they normally wouldn’t because they are “local” to your school. So send these guys (If there are any you might want on your team) a phone call in cycle 1. You can judge by their response whether or not they are willing to be recruited by you or if it’s a lost cause.


At the beginning of each season all the recruits for the next season are generated. This means you can look through them, add players to your watch list that fit your system.

(The recruiting Watch list has NO effect on prospective players, this is only for your benefit)

You can order these recruits by ‘High’ ‘Medium’ and ‘low’ or leave them at nothing at all. This is a good way to build a small (or big) list of players to keep your eye on. Also if you find an ineligible player that you’re interested in by adding them to your watch list you will get periodic updates as to whether or not they have reached the scores they need to become eligible to play for your team if you recruit them.

(Note: At D3 all players are eligible as long as they have a 2.0 gpa or higher, disregard the “Ineligible” at the top of their profile)

There isn’t anything more you can do inseason recruiting wise other then look for prospective players and build your recruiting watch list.


These are the definitions of each category per admin in a Dev chat. Figured I'd throw them in here to make them more easily accesible.

Athleticism (ath): refers to physical skills/strength. In HD, athleticism is used on both sides of the ball. On offense, it plays a role in rebounding, positioning inside and how players finish around the basket. On defense, it plays a role in defensive positioning (especially inside), rebounding and shot blocking.

Speed (spd): refers to a player's quickness. Like athleticism, speed is important on both sides of the ball and the importance of which varies by position on the court, e.g. it's much more important for guards to be quick than for post players. On offense, speed is important for perimeter players to effectively be able to get to the basket. On defense, quickness is vital for overall defense, especially against guards and forwards but can benefit big men by giving them the ability to cause turnovers and it helps with shot blocking.

Rebounding (reb): refers to a player's rebounding fundamentals and his desire to rebound. Very few ratings stand alone - rebounding is an example of that - I may have a high rebounding rating which may make me a good rebounder but if I'm not also a good athlete, I'll never be a great rebounder.

Defense (de): like rebounding, defense refers to a player's defensive fundamentals and their desire to play defense. Again, knowledge of the fundamentals and having the desire are great, but you also need the athleticism and speed to be a great defender.

Shot Block (blk): refers to a player's understanding of timing and positioning when blocking shots.

Low Post (lp): refers to a player's ability to score inside the paint. Currently only applies to SF, PF and C positions on the floor.

Perimeter (pe): refers to a player's outside shooting ability. Applies to all positions on the floor with this skill carrying more weight for perimeter players (PG, SG, SF) but also plays a role for post players. The ability to score both inside and outside makes any player more difficult to stop. For example, I'd prefer a PF with 80 low post and 30 perimeter over a PF with 93 low post and 2 perimeter.

Passing (p): refers to a player's ability to know when and where to deliver the ball to their teammates. Applies to all positions on the floor but carries more weight as you move away from the basket.

Ballhandling (bh): refers to a player's ability take care of the ball. Like passing, applies to all positions on the floor but carries more weight as you move away from the basket. Ballhandling is important for players you want to be "slashers".

Work Ethic (we): work ethic impacts how hard a player works to improve.

Stamina (st): stamina refers to a player's endurance. The higher his stamina, the longer he can player without diminished skills.

Durability (du): refers to how a player deals with injuries - the higher a player's durability, the less likely they are to sustain a severe injury and when they do get injured, how quickly they'll be able to return.

Postseason Recruiting Monies

Recruiting monies are figured out this way:

Note: There is a maxium amount of recruiting monies you can have. It is equal to 6 open schoolies worth of money AND your conference post season earnings.

First if you fill all of your ‘ships the year before you get 25% of your remaining money carried over.

For every ‘ship you have open you get a certain amount of money depending on division, Division III: $3,000 per ‘ship, Division II: $5,000 per ‘ship, Division I: $15,000 per ‘ship

Also Postseason play comes in. You get the following money depending on how well your division did the previous year in the Postseason:

For the National Tournament:

  • In Division III, conferences will earn $3,000 per game played by one of it's members schools
  • In Division II, conferences will earn $5,000 per game played by one of it's members schools
  • In Division I, conferences will earn $20,000 per game played by one of it's members schools

For the PostSeason Invitational:

  • In Division III, conferences will earn $1,000 per game played by one of it's members schools
  • In Division II, conferences will earn $1,500 per game played by one of it's members schools
  • In Division I, conferences will earn $5,000 per game played by one of it's members schools

Recruiting Distances Breakdown

In Division 3 it is advised that you stay fairly close to home, there are exceptions of course but when you first start out it is key to bring in a solid class and the easiest way to not mess-up is to stay close to home (I’d say within 500 miles, although the closer the better)

Here are the changes in Cost for local and semi-local recruiting:







Scouting Trip






Home Visit






Campus Visit






Recruiting Methods


What It Does

Watch List

Adds a player to your ‘Watch List’ No recruiting value

Call Recruit

Calls the recruit. Minimal recruiting value, Good to see if you are a ‘backup option’ or if you’re good to go to recruit. Note: Too many can annoy a recruit

Send Materials

Sends player materials on your school, pretty much the same as a phone call.

Call Coach

Calls players coach. You may receive information on what Offense and Defense the player played in High School and how well they know it. Minimal (if any) recruiting value.

Scouting Trip

You Scout the player during one of his games. You get feedback on the player’s skills and possibly what Offense and/or Defense they play and/or how good they know it. Can not be refused by the player. Great way to get a player to begin to accept HV or CV. Decent recruiting Value.

Home Visit

You go to a player’s house to visit them. Can be denied by recruit. May or May not receive the money that would have been spent on it back. Good Recruiting Value

Campus Visit

You bring a player to your campus to show them around. Can be refused by Recruit, may or may not get monies back. Maximum recruiting value.

Guaranteed Minutes/Start

You let the player know that you plan on playing them. Be sure you can meet these promise before you give them out. Players can transfer if you don’t live up to them. Solid recruiting Value. Note: Promises are only for a players Freshmen year.

Psyc Opinion/Personality Test

Were used for Dilemmas that are now not in the engine. Not refuse able by recruit, some coach’s say it works to help getting a player to take HV/CV. I have not used them.

Inform of Redshirt

Telling a player you plan on redshirting them. Although not needed to redshirt a player if you inform them and you sign them they will take a redshirt no matter what. Usually Negative recruiting value.

Offer Scholarship

Offering one of your open ‘ships to a potential recruit. In my opinion if you really want a guy its best to offer the ‘ship right away. Solid recruiting value.

Booster Gifts

Illegal way of recruiting (Can’t be used at DIII). Very High Risk, potentially High Reward?? I have never used them but I believe that most people that do use them don’t get away with them. If caught Harmful to your reputation and your program may not be allowed to play in the postseason and/or lose ‘ships.

Considering Credit

Considering credit is credit your team recieves for being 'considered' by a recruit. It is a sort of bonus for recruiting a player early and often. You start to gain Considering Credit on "Day 2", Customer Service has said they will not say when it exactly starts as to keep coaches from camping that cycle. Also, if a player has 2 (or more) schools being considered, each school is not necessarily getting the same amount of credit. Credit is based on not only being considered, but also how much recruiting effort you are putting fourth on said recruit.