Substitutions
A core part of the Olmec Sevens game is rolling substitutions during a match. There are a number of issues around how this would work in practice and its implications for related matters.
The key ones I can see are:
- At what energy level are players substituted off?
- At what energy level can players be substituted on?
- Who chooses what these energy levels are?
- Can players be subbed for tactical reasons just fitness?
- How many minutes does a player have to play to get XP?
Some initial thinking for options on how this could work, with suggested numbers and formulas just for initial testing.
Energy levels
Option 1: Entirely Automated
Players are automatically subbed off if they fall below 70% energy (whether through fatigue or injury) and subbed on once they reach 90% energy. The only exception would be if the other player in their position has lower energy.
Pros: simple
Cons: doesn’t give Coaches any choices to make
Option 2: Semi-automatic
The teamsheet has default settings but Coaches have the opportunity to specify the energy level at which players are subbed off for each match, and at what energy level they are subbed back on. Essentially, this is the same as Option 1, except Coaches determine the two numbers for each match.
Pros: still relatively simple but with the option for Coaches who want more control to make choices
Cons: doesn’t allow a Coach to address individual player needs, which could be tactically significant
Option 3: Complete Coach Control
The teamsheet has default settings for each player but offers Coaches the opportunity to specify individual instructions on the energy levels at which each player will be subbed off and at which they will be subbed back on during a match.
Pros: Coaches have complete control over substitutions but can ignore if they don’t want to engage.
Cons: Coaches may find this too complex to grapple with putting them off the game. The teamsheet could get quite complex. May generate some odd unintended consequences - such as multiple players getting injured because Coaches inadvertently set levels too low (although this could be avoided by setting a minimum level where a player has to be subbed.
Tactical Subs
Option 1: No tactical substitutions
Pros: simple
Cons: doesn’t give Coaches any choices to make
Option 2: Contingent substitutions only
Coaches can specify contingent substitutions such as - if we’re losing at half time bring on Player X for Player Y. This might be useful if Player Y is a young player being given some XP and Player X is that team’s star player in that position.
Pros: Gives Coaches some interesting choices to make
Cons: Opens the door to a lot of tactical considerations which some Coaches might find puts them off the game. The teamsheet could get quite complex
Option 3: Fully flexible substitutions
Instructions could be as simple as - bring Player X on for Player Y after 5 minutes
Pros: Increases Coach choice beyond Option 2 without bringing any more complexity
Cons: Opens the door to a lot of tactical considerations which some Coaches might find puts them off the game. The teamsheet could get quite complex
XP
Option 1: XP only for playing a full match
Pros: simple
Cons: doesn’t reflect the way the game works with rolling substitutions that mean hardly anyone should actually play a full match
Option 2: XP for playing half a match
Pros: simple
Cons: Coaches likely to get irate if one of their players gets no XP despite playing 6 minutes (either because of injury or some other reason)
Option 3: XP for each minute played
Pros: simple
Cons: reflects rolling substitutions but total XP earned in this way may require a rethink as to how much is required to rise a level (although we’ll need to do that anyway given the levels are up to 100)