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Old 08-08-2011, 02:01 PM  
Rain Man Rain Man is offline
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VARSITY
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 08-09-2011, 08:30 AM   #181
rageeumr rageeumr is offline
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Still has to refresh to move up or down. This will take a while...
Ya I have the same problem with FF. Downloaded chrome just to try it, and same deal. I have a crappy ISP here at work, but I was having the same problem at home where I typically have ~12 Mbps.

I basically gave up on setting up an exhaustive draft board and I'm going to roll the dice that I can be around for a lot of my picks.
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Old 08-09-2011, 08:31 AM   #182
AndChiefs AndChiefs is offline
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I would suggest changing the players listings to be by position rather than one long list. For instance, if I really want a QB in round three it should be simple for me to look and see what QB's are still available so I can determine which ones to target.

With a huge, long list I'm practically guaranteed to miss an attractive drafting target and end up with a lesser team.
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Old 08-09-2011, 08:34 AM   #183
rageeumr rageeumr is offline
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I would suggest changing the players listings to be by position rather than one long list. For instance, if I really want a QB in round three it should be simple for me to look and see what QB's are still available so I can determine which ones to target.

With a huge, long list I'm practically guaranteed to miss an attractive drafting target and end up with a lesser team.
Ya, but it's just so hard to know what I will want. If there's an insane run on QB's, you could be stuck with Tyler Palko if you wait until the 3rd round.
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Old 08-09-2011, 08:37 AM   #184
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If possible to add this functionality, I think it would be very helpful if we could put a number next to the players on our draft board to represent their priority, rather than having to click the up or down arrows many times.
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Old 08-09-2011, 08:39 AM   #185
AndChiefs AndChiefs is offline
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Ya, but it's just so hard to know what I will want. If there's an insane run on QB's, you could be stuck with Tyler Palko if you wait until the 3rd round.
Then set up a draft board for that round with several different positions. I.E. If Cassel gets drafted here than I want Steve Breaston. If Breaston gets drafted than I want Ricky Stanzi. (Yes I realize that no one in their right mind would draft in this kind of order just using Chiefs for examples).

In the current listing you may not realize that Breaston was still available because you didn't go looking specifically for his name. Therefore, you end up with Stanzi instead of your top choice which would've been Breaston. (Assuming Cassel was drafted in the round of course).
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Old 08-09-2011, 09:24 AM   #186
Iowanian Iowanian is offline
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First thoughts.

It's a little clunky to set your draft board, specifically, I don't like that it resets the order of the names list after every move. Also, in a perfect world, there would be some stats from the previous year, position rankings last year?

The other consideration.....is this a single year roster? Are we building a dynasty team? IS there a salary cap or any considerations like that?
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Old 08-09-2011, 09:48 AM   #187
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Anyone in any of the other leagues who wants to move up and take my team? I gotta back out. I'm not going to have the time for this.
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Old 08-09-2011, 10:15 AM   #188
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Old 08-09-2011, 10:16 AM   #189
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Still has to refresh to move up or down. This will take a while...
It takes a long while.
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Old 08-09-2011, 10:20 AM   #190
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Old 08-09-2011, 10:21 AM   #191
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I'm trying to do my real job today, so I won't be on much until evening. However a quick mid-day update.

1. To find all of the QBs, type "qb" in the search box above the player lists. The search function is good and fast because the page doesn't have to reload. This will at least make it easy to find players.

2. Yeah, the draft board sucks. In development mode I was running with a test database of about 10 or 15 players on my localhost and it ran great. Not so much with 1800 players and going through a shared host and networks. It is going to need some kind of rework, but it will probably take a few days, maybe longer.

3. Email notification is close to being done. I should have that working tonight. So that will help with manually drafting during working hours.

4. I'm considering not advancing who is on the clock between midnight and 6:00 AM Central time. You could still draft, but your time slot would not expire during those hours. Honestly, after the first 5 rounds or so, I don't think it will matter that much if you miss a couple of slots. I'm a little worried about getting that coded correctly on short notice and it will significantly slow down the draft. I'm really on the fence on this one. What do you think?

5. If we need to extend the draft by a week or two into the beginning of the season, it probably wouldn't be the end of the world.

Thanks for your patience and honest feedback. We really want to make this work.
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Old 08-09-2011, 10:23 AM   #192
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I'm probably a reerun, but I'm trying to set up my board, and all I get are the guys whos name starts with the letter A as options. How do I scroll down?
Should be a scroll bar on the edge of the list.

Also, do more searching and less scrolling.
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Old 08-09-2011, 10:27 AM   #193
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The other consideration.....is this a single year roster? Are we building a dynasty team? IS there a salary cap or any considerations like that?
Dynasty team. No salary cap in version 1, maybe later.
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Old 08-09-2011, 10:35 AM   #194
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4. I'm considering not advancing who is on the clock between midnight and 6:00 AM Central time. You could still draft, but your time slot would not expire during those hours. Honestly, after the first 5 rounds or so, I don't think it will matter that much if you miss a couple of slots. I'm a little worried about getting that coded correctly on short notice and it will significantly slow down the draft. I'm really on the fence on this one. What do you think?
I'm in favor of this.

One more thing - it appears that the default penalty for missing your pick is that you get skipped. Is there any way to change this to reverting to your draft board? I can see a lot of issues with people forgetting to check the autopick box, especially overnight.
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Old 08-09-2011, 10:48 AM   #195
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Sorry, this is too slow for me right now. Good luck guys! I love the idea though. If anyone wants my team (Flint Knappers), PM me and you can take it over. It is league 1
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