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	<id>https://www.olmec.org/support/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SteveT</id>
	<title>Support - User contributions [en]</title>
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	<updated>2026-04-28T14:07:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.olmec.org/support/index.php?title=TMVL_NMR_Design&amp;diff=51</id>
		<title>TMVL NMR Design</title>
		<link rel="alternate" type="text/html" href="https://www.olmec.org/support/index.php?title=TMVL_NMR_Design&amp;diff=51"/>
		<updated>2024-09-13T19:26:45Z</updated>

		<summary type="html">&lt;p&gt;SteveT: /* Lineup Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section will be used for developing a design when we need an automated NMR program to create lineup orders and recruiting orders.&lt;br /&gt;
&lt;br /&gt;
=== Lineup Orders ===&lt;br /&gt;
We have an existing NMR program now.   Essentially this will take in the number of players at a position and randomly assign one to the starting lineup.  This runs once for each match.  It does not try to take a full session view and say &amp;quot;hey, if its a 3-match session, I really should only allow a player to play 2 matches&amp;quot;.  So it can result into both some FIT +1 and some FIT -1 scenarios that could get uglier as the season progresses on the negative FIT side.&lt;br /&gt;
&lt;br /&gt;
So we really need a more thoughtful program.  Such as preventing a player from EVER playing more than 2 matches a session.  How good or bad we make the NMR lineups is open to discussion but we could use something like &amp;quot;overall&amp;quot; as a guide to determine how much a player plays in a 2, 3, or 4 match session.  &lt;br /&gt;
&lt;br /&gt;
I'd prefer not to just make NMR lineups terrible (i.e. play the WORST of 2 setters 2/3 matches and the BEST in 1/3 matches a session).  But maybe some randomness to that.  &lt;br /&gt;
&lt;br /&gt;
Also perhaps an emphasis on more playing time/XPs for Freshman.  So really I don't have a clear direction, just some background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Add ideas below''&lt;br /&gt;
&lt;br /&gt;
I like your ideas Al. It feels like NMR teams should be ‘development’ sides so that a new coach can walk into a reasonable setup.  For me that would mean prioritising XP over results when choosing line-ups.  I’d agree with only allowing players to appear in 2 matches per session to keep FIT neutral but perhaps focus more T7 players on winnable games (home before neutral before away games) to maximise CPs and/or rank competitions in order of importance.&lt;br /&gt;
&lt;br /&gt;
I don't know how easy it would be to code but some players only need to play one game per session to get the XP they need e.g 3* L and MB but a 5* Jr OH like Brehme at Columbia needs two games per session and some. So maybe some kind of system to prioritise who always gets two games. With D or worse potential they don't need to play (4th MB and OH in a 3 game session).&lt;br /&gt;
&lt;br /&gt;
As for the lineup, say in a 3 game session decide which L gets 2 games (if both need just one then the stronger gets the second)  and randomly assign to each game. &lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
=== CP Orders ===&lt;br /&gt;
This would be a focus on Skills and not any usage of CP for FIT&lt;br /&gt;
&lt;br /&gt;
''Add ideas below''&lt;br /&gt;
&lt;br /&gt;
Above idea makes sense to me. Perhaps, as a development side, also prioritise coaching based first on age - with youngest first - and then with impact according to the equations I recall seeing somewhere. I think that would mean Setters SET first, then MB BLOCK, you’ll know the rest!&lt;br /&gt;
&lt;br /&gt;
I would consider prioritising Potential grades, so a potential A Sophomore rather than a potential C freshman.&lt;br /&gt;
&lt;br /&gt;
=== Recruiting Orders ===&lt;br /&gt;
''Add ideas below''&lt;br /&gt;
&lt;br /&gt;
Nothing clever to add here. Suggest aiming for four players per season with one a free 3*.  Which positions to target would depend on requirements (maybe just a like for like for who’s retiring?) For the competitive recruiting, as there’s three, how about just aiming for 1 each at 5*, 4*, 3*? Bids to be a proportion of budget, with a random element, aiming to have 1000 RP in the bank for the start of the next season?&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>SteveT</name></author>
	</entry>
	<entry>
		<id>https://www.olmec.org/support/index.php?title=TMVL_NMR_Design&amp;diff=50</id>
		<title>TMVL NMR Design</title>
		<link rel="alternate" type="text/html" href="https://www.olmec.org/support/index.php?title=TMVL_NMR_Design&amp;diff=50"/>
		<updated>2024-09-13T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;SteveT: /* CP Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section will be used for developing a design when we need an automated NMR program to create lineup orders and recruiting orders.&lt;br /&gt;
&lt;br /&gt;
=== Lineup Orders ===&lt;br /&gt;
We have an existing NMR program now.   Essentially this will take in the number of players at a position and randomly assign one to the starting lineup.  This runs once for each match.  It does not try to take a full session view and say &amp;quot;hey, if its a 3-match session, I really should only allow a player to play 2 matches&amp;quot;.  So it can result into both some FIT +1 and some FIT -1 scenarios that could get uglier as the season progresses on the negative FIT side.&lt;br /&gt;
&lt;br /&gt;
So we really need a more thoughtful program.  Such as preventing a player from EVER playing more than 2 matches a session.  How good or bad we make the NMR lineups is open to discussion but we could use something like &amp;quot;overall&amp;quot; as a guide to determine how much a player plays in a 2, 3, or 4 match session.  &lt;br /&gt;
&lt;br /&gt;
I'd prefer not to just make NMR lineups terrible (i.e. play the WORST of 2 setters 2/3 matches and the BEST in 1/3 matches a session).  But maybe some randomness to that.  &lt;br /&gt;
&lt;br /&gt;
Also perhaps an emphasis on more playing time/XPs for Freshman.  So really I don't have a clear direction, just some background.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Add ideas below''&lt;br /&gt;
&lt;br /&gt;
I like your ideas Al. It feels like NMR teams should be ‘development’ sides so that a new coach can walk into a reasonable setup.  For me that would mean prioritising XP over results when choosing line-ups.  I’d agree with only allowing players to appear in 2 matches per session to keep FIT neutral but perhaps focus more T7 players on winnable games (home before neutral before away games) to maximise CPs and/or rank competitions in order of importance.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
=== CP Orders ===&lt;br /&gt;
This would be a focus on Skills and not any usage of CP for FIT&lt;br /&gt;
&lt;br /&gt;
''Add ideas below''&lt;br /&gt;
&lt;br /&gt;
Above idea makes sense to me. Perhaps, as a development side, also prioritise coaching based first on age - with youngest first - and then with impact according to the equations I recall seeing somewhere. I think that would mean Setters SET first, then MB BLOCK, you’ll know the rest!&lt;br /&gt;
&lt;br /&gt;
I would consider prioritising Potential grades, so a potential A Sophomore rather than a potential C freshman.&lt;br /&gt;
&lt;br /&gt;
=== Recruiting Orders ===&lt;br /&gt;
''Add ideas below''&lt;br /&gt;
&lt;br /&gt;
Nothing clever to add here. Suggest aiming for four players per season with one a free 3*.  Which positions to target would depend on requirements (maybe just a like for like for who’s retiring?) For the competitive recruiting, as there’s three, how about just aiming for 1 each at 5*, 4*, 3*? Bids to be a proportion of budget, with a random element, aiming to have 1000 RP in the bank for the start of the next season?&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>SteveT</name></author>
	</entry>
	<entry>
		<id>https://www.olmec.org/support/index.php?title=TMVL_Home&amp;diff=6</id>
		<title>TMVL Home</title>
		<link rel="alternate" type="text/html" href="https://www.olmec.org/support/index.php?title=TMVL_Home&amp;diff=6"/>
		<updated>2024-09-02T19:20:10Z</updated>

		<summary type="html">&lt;p&gt;SteveT: /* Whiteboard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Whiteboard ==&lt;br /&gt;
'''Temporary info below to be organized'''&lt;br /&gt;
&lt;br /&gt;
Let's list out some ideas of the type of content we can add to a support section like this for starters.  How about a list at first and then we group it into something that would then have a link to a new page to store the content.&lt;br /&gt;
&lt;br /&gt;
Ideas&lt;br /&gt;
&lt;br /&gt;
* Roger's Q&amp;amp;A&lt;br /&gt;
* Kevin's Recruiting Overview&lt;br /&gt;
* Kevin's CP/XP info&lt;br /&gt;
* Al's Basic info sent to new coaches (positions, roster requirments, skills, ages, positions/skills, fitness, overall grades)&lt;br /&gt;
* Steve's &amp;quot;How Skills Work in TMVL&amp;quot;  (on TMVL site now) &lt;br /&gt;
* What else? It might be in Roger's Q&amp;amp;A but just in case: The structure of a season, specifically how many games per session (min/max) which is important for XP planning (Steve)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(from Al) - Very open to you guys ideas here on organizing this. If someone has time to dig in and compile this that works for me.&lt;/div&gt;</summary>
		<author><name>SteveT</name></author>
	</entry>
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