Sunday, March 5, 2017

The Dub 2.0

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This format is best realized with 16 teams, and it is possible that Dub 2.0 will contain that many in the future should I decide to expand. For now, for the purposes of this post, I am going with the fantasy that 14 'Dubbers' stick with this. The divisions and schedule can and will be adjusted based on the number of GMs we end up with.

I will note that if I do not get 8 teams, I will not be continuing in any way. 8 for me is barely enough for the league I envision, but I will grow it from there if we can get a starting point.

Also note that should we get any less than 10 current members of the WTHL, we will be starting fresh; a complete wipe of keepers, contracts, and draft picks. We will have a snake lottery draft, with random determination of order. 10 or more current members, and we continue with everything as is, with regards to history.

And now, here is DUB 2.0. Digest it over the next few weeks, maybe months. We will talk.


THE DRAFT 

This will remain basically the same, though with no pre-lottery - just 8 out of the 14 teams - and it will be based on the post playoff standings.


THE KEEPERS

There will be a slight change here. Instead of a 3 year contract, we will be reducing it to 2 years. If we continue with the history we have now, all current contracts will keep the 3 year commitments, but all new ones will be 2 years.


THE NEW COMPETITION FORMAT

One-Win Head-To-Head Format - Daily Roster Changes

Each week, you will either WIN, LOSE, or TIE based on your week overall across all stats, instead of a win/lose/tie per category (another option within H2H). This system is better for not padding wins and losses with blowout weeks. A win is a win is a win is a win. A loss is a loss is a loss.


THE DIVISIONS
(based on 14 teams - an example of 16 can be found here)

The 14 teams will be split into 3 divisions, and it will be based on the standings the previous year (though will be randomly selected in Year One of this new format - unless we get all 14 current members join; then it will be based on average rank history). We will have 1 division of 4, and 2 divisions of 5. This design is intended to push and build upon rivalries. More divisions are better as well, than say just 2, for playoff purposes. Here's how each years divisions will be determined:

Division A = Top 4 teams after playoffs (The Final Four)
Division B = Remaining 4 playoff teams + Top Rank of those who did not make the playoffs.
Division C = Remaining 5 Teams

Likely going with the following division names:

C: Porters Pals
B: The ZZZambonies
A: Pussy Pounders


THE SCHEDULE

Each season is normally comprised of 22 weeks, but some years have 21. Every season has 3 weeks of playoffs no matter if 21 or 22.

Division A will face their own division 4 times in the season (12 games) and everyone else once (10 games). In a year with only 21 weeks, they will not face one non division team, randomly selected

Division B a C will face their own division 3 times (12 games) and everyone else once (9 games) + 1 cross division rank showdown (based on previous years standings): 1vs1, 2vs2, 3v3, 4v4, 5vs5.

BTW: You can view an example of a 16 team schedule here. 14 will be trickier, but similar.


THE PLAYOFFS

The top team in each division will be awarded top seeds. All other teams essentially enter a wild card race with the top of those remaining being the final 5 seeds. There will be 3 weeks of playoffs - 8 teams, 4 teams, championship - in final 3 weeks of the year.


SEASON GAME PLAY NOTES

There are some changes and additions that come with this shift in focus to Head-To-Head, but many things remain the same.

Regarding Stats:
These will remain exactly as they were, including the additional inflation on point-getters - it's been a philosophy of The Dub for this long, so it will remain now.

Regarding Rosters:
These will remain exactly the same as they were.

Regarding Injury Reserve Slots:
Instead of the 2 IR slots that we have, we will have 1 IR and 1 IR+. The difference is that IR+ allows you to put DTD and OUT players in that slot. IR will still only allow actual IR players.

Regarding Transactions:
There is maximum of 2 transactions per week and a YEARLY maximum of 40. NOTE: 2 moves X 25 weeks (including playoffs) = 50 total. There will be opportunities to gain yearly transactions through the season however, and yes, the can be included in trade addons. You can only use 2 per week no matter what, however. Anything gained or lost is regarding the yearly totals.

Regarding Minimum Games:
There is no weekly or season minimums for players, but Goalies MUST play 3 games a week. And this is is an absolute must (please see the tanking provisions below for more).

Regarding Tanking:
Tanking provisions are a necessary beast I've learned, and there is nothing really built into the system for it. Here's how we're going to handle it here:

- Goalies absolutely must play 3 games a week. Just losing the week - all goalie stats are lost if minimum is not met BTW - wont be the only punishment, as it could be what's desired if doing some cheeky tanking.

- 50% or more of players must play every night. Purposefully benching most players any night in effort to try and lose a week easily wont be tolerated.

Should either of the above be broken, you will lose 2 moves on first infraction, 2 moves plus a randomly selected draft pick of your worst 5 on your second infraction, and 5 moves plus your top draft pick on your 3rd. Infractions carry over 2 seasons.

Regarding weekly awards:
I will be bringing back a weekly award of free moves. It will no longer be the mover and shaker, however, but instead the Ass-Kicker of the Week. This will be awarded to the team that has the highest points spread in a win. Each Ass-Kicker will not only gain free transaction, but also an entry into a lottery to win free entry into the following season (just the entry fee, not any losses in that season).

Regarding dues, winning, losing, and monetary bragging rights:
The entry fee of each year will be $20.00. There will be a weekly LOSER FEE as well, whereby the loser must add $2.00 to the pot. A tie will be split, a buck a piece.
(14 X $20.00 = $280.00) + (7 x $2.00 x 22 = $308.00) = $588.00

We will have a 'Presidents Trophy' where the top team PRE-Playoffs gets $88.00

The Playoff Champion gets $350.00, and runner up gets $150.00


THE EXPANSION POSSIBILITY

We may need an expansion draft of some sort if we go with 16 teams - or if we only get 8 - which is the ultimate way to go. We can make it work with anything less than that though, provided we have even teams, but we have to adjust the schedule that was outlined above. This will be handled by the commish, if necessary.

If we do need to expand, here's the rules (and we will need to expand in pairs if we do)

For Keepers:
- Current teams get to protect 8 players from their team.
- New GMs A and B play rock paper scissors 2 out of 3 to determine who picks players first (if not possible, then a random draw).
- One by one they select 8 players from the rosters of the current teams. Each team cannot select more than one player from any one team.
- Current teams then select their final 2 keepers from their roster.
- One by one the 2 new GMs select their final 2 keepers from the roster of the originals.

For Draft:
The 2 new teams will be awarded 1st and 2nd seed in the lottery. Team who selected a keeper player first, gets 2nd seed. Second selector gets top seed.

Should this expansion possibility become a reality, all above could be slightly adjusted to handle the influx.


THE CONCLUSION

Most of the above details can be adjusted in future years via the same democratic methods we employed in the past. For the first year, this is what we'll go with though. It is totally uncertain what exactly the makeup of Dub 2.0 will be, but this is the shell in which we will build upon. I'm extremely excited for this evolution