Thursday, February 22, 2007

"Optimum" dimensions/rules for levels of play

The genesis for this post comes from a post a long while back from the Atlantans, with a subsequent follow up by Parinella. It was also hit on by Degs on his/Hectors blog.  This got me thinking about the subject more generally - the length of the stall count, the field dimensions, and the effect of these rules on the game.

I like the rules of Ultimate in general, and I wouldn't want to drastically change anything. But it seems to me that by tweaking some of these more adjustable rules, you could get the "desired" dynamic in terms of scoring frequency. In order addressperly adress this, we need to know two things: how various changes will change the dynamics of the game, and what dynamics we really want.

The dynamic I would like can be defined very simply. I would like the offense to tend to score on about one half of its initial posessions, and the defense to score on roughly one half of the following posessions if they get a turnover.  I'm not too concerned about the third and subsequent posessions, but if we got the first two close to 50% each, I suspect that later ones would be around 50% as well.

I'll define the following five "variables" that we can change:

1) Field width
2) Endzone depth
3) Maximum stall count
4) Brick - the distance from the endzone line to the brick mark.
5) Brick-to-Goal - the distance from the brick mark to the goal for the offense.

The effects of these, as I see it, are as follows:

1) A wider field increases all chances of scoring.  It probably helps the initial offense more, in this case because they can use set plays and complex spread offenses more consistently.  Also, the most effective offense for a defense can be the fast break, which doesn't rely on a wide field to the same degree.

Aside from offensive/defensive slant, a wider field increases the effectiveness of spread offenses and reduces the effectiveness of zones and clams.

2) The deeper the endzone, the more likely either team is to score. It probably encourages more hucking, as you have more space to find the goal, and it reduces the efficacy of goal-line defense. The net effect of a deeper endzone is probably slanted slightly toward the initial offense as they are more likely to score on a big throw to space than the defense, but this is a marginal effect.

Deepening the endzone continues to have an impact all the way out to 40 yards at least, as extreme depth would mean teams would not need a separate endzone offense.

Aside from offensive/defensive slant, a deeper endzone encourages more long passing and places less of a premium on breakmarks and short cuts.

3) A higher stall count increases all chances of scoring. There is some point of diminishing returns at 20 or 25 seconds, at which point any team that cares at all aboupossessionning posession should be able to find a reset pass. The effect is about equal on initial offense and defense-turned-offense.

Aside from offensive/defensive slant, a higer stall count will probably discourage hucking and encourage teams to work underneath more, as they will have more confidence in their ability to find an easy look before they get stalled.

4) The longer the brick, the higher the chance of an initial offensive score. The effect on the defense scoring on its first chance is smaller, but a longer brick does hurt them, as it increases the average field position they need to cover to score. So longer bricks are a pretty easy way to help the offense, and vice versa.

5) Surprise time (for some): a longer distance from the brick to the goal does not dramatically hurt the offense's chances of scoring. It does hurt them, but only in the case of the brick. On all other pulls, however, the additional distance does not matter.

This conclusion is based on the assumption that very few teams have pullers who can consistently land a hanging pull in the back of the endzone. As such, the distance the offense has to go on non-brick pulls is determined not by the length of the field, but by the length of the pull.

On the other hand, the effect this has the defense's chance of scoring on its first posession is essentially the same as the effect that a longer brick distance has. A longer field means farther to go for the defense when they get the disc.

So, in total, a longer brick-to-goal distance does hurt both teams' chances of scoring. If pulling is extremely good or very brick-heavy, it hurts the offense more; for most normal pulling conditions, though, it hurts the defense more. There is a point (>70 yards or so) where any additional length is almost eniterely a negative for the defense and has no significant effect on the offense.

OK, with all that in mind, how do we tweak things?  Obviously, it depends on the level of play.  I'll provide a few examples:

Low-level play, few good hucks, short pulls, frequent turnovers: Wider field, deeper endzones, higher stall count, shorter brick-to-goal. Everything is slanted toward whoever is on offense scoring.

Low-level with lots of hucks, frequent turnovers:  Wider field, shorter endzones, higher stall count, shorter brick-to-goal.   This is a common dynamic in juniors ultimate, low-level open college, and some league play.  The goal is still to make it easy on the offense, but the shorter endzones discourages playing the field position game (otherwise the optimum strategy in these games) in favor of trying to work the disc more.

Mid-level, fairly skilled play, still plenty of turnovers: slightly higher stall count, longer brick. I'm thinking of a lower-level club game here.

Elite play, great pulling, good hucks, few defensive breaks: narrower field, shorter stall count, slightly longer brick-to-goal.

You could keep coming up with more permutations. The idea is that these things should match the level of play. I'd be comfortable with different divisions using different dimensions and different stall counts.


Comments:
I could see this being interesting for different leagues, but don't know how important it is to different levels of play. I don't think you should tweak the game to the players to make them more (I could see tweaking to make them less successful). I think you would be hurting the players development by making the game easier at lower levels. Instead of forcing them to develop the better throws and better cuts, you are just rewarding their bad habits.

Now different leagues with different parameters would be interesting (you already see this a bit if you live in an area with indoor winter leagues). Indoor is basically tweaking the parameters, and you end up with a different game. You could have a season with skinny, longer fields, deeper endzones, with a shorter stall and it seems like it would end up with a fast paced HnH style.
 
I've always thought the best way to develop a younger player is to get them on the field and get them making decisions with the disc. What sorts of decisions these are, and whether they will be optimal in different conditions, is ultimately not all that relevant.

(What IS relevant is that they learn to appreciate whether those choices were good or not. I know league veterans who have been playing for a dozen years, but consistently make HORRIBLE decisions with the disc. They didn't receive useful feedback early on, and at this point they are set in their (horrible decision-making) ways and not willing to change. This is one of the main barriers a lot of talented league players face that keeps them from moving to club. It's tough for a lot of people to throw out their entire decision-maiking process, just as it's hard for people to re-work their forehands.)

An HnH league could be interesting, but honestly, HnHnZo (Huck and Hope and Zone otherwise) is already the best strategy in most leagues, so I don't think more encouragement in that direction is necessary.
 
Right, but what is bad in one feild setup might be good in another, and you might be reinforcing bad habits. For example if you increased the width of the field, you are encouraging moving the disc laterally to get the disc to open space for cutters to work with, however you might be unitentionally teaching cutter to make horizontal cuts, and throws to throw to horizontal cuts (with all the extra horizontal space it would be easy to put the disc out infront of the horizontal cutter). Then when the player moves on to regular field dimensions they are going to be conditioned to look for the horizontal cut.

I was really just using the HnH as an example of a possible league. With the way things currently work HnH already present. You could instead go with a shorter wider field with shallow endzones to encourage more of a short game.
 
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