About Draft Tek Team Needs
The entries in the matrix below represent codes used in our simulation program. The codes are defined down at the bottom of the page, they are used to describe a teams need at each of 10 player positional designations. In attempting to find the best player for a team at a given selection, the codes attached to each position are weighed against each other, then the best available player is assigned to the team by our computer program. There is a "reach" criteria in play as well - the program may choose to select a player at a position with lower need, if there are no players available at a higher need position within a reasonable reach limit (determined per player ranking on the Big Board). In the weeks leading up to the draft, these codes are tweaked quite a bit in response to goings-on in the world of the NBA. Draft Tek is able to produce a new simulation on a daily basis (if desired) in order to keep up with events.
A general manager of an NBA team, if drafting in the top 15 or so, might look for a pure player. A Point Guard or Center for example. However, given limited bench depth, a GM drafting lower than that may look for players that can wear several hats in a reserve capacity: a Point Guard who can fill in at Shooting Guard, for example. Here are the Positional Designations that we've identified for usage in our computerized Draft program:
PG - Pure point guard
SG - Pure shooting guard
CG - Combo guard; primary point, can fill in at SG if needed
PF - Pure power forward
SF - Pure small forward
CF - Combo forward; a PF who can fill in at SF if necessary
SL - Primary SF, fill in at SG
GR - General Reserve; a multi-purpose player who can fill in at SG, SF, and PF
C - Pure center
PP - Post Player; primary power forward who can fill in at center
Go to the bottom of the page to find out the meanings of those numbers in the PRI column
1 (or P1) - This is the absolutely highest priority team positional need, for NBA program modeling we assign a P1 need as a requirement for a "STAR" quality player. If a player position (PP) is assigned a P1 code, the program will reach to fill the need. For example if a team is selecting 15th, the program may search to the 25th ranked player on the Big Board to fill the P1 need. A team can have only one P1 need. However it is acceptable to have no P1 needs. A point regarding Reach, the reach limit changes as the selection number increases.
2 (or P2) - PP's designated with P2 indicate that the that the team is in great need of "immediate starting caliber talent" and will reach to fill the need. The reach isn't quite as great as P1. There can be multiple P2's identified per team.
3 (P3) - PP's (Player Positions) designated with P3 indicate that the team is in need of "immediate bench help", the player selected is expected to spell the starter and contribute quality minutes. The P3 need does not use as much reach as P1 and P2.
4 (P4) - PP's tagged with a P4 code are "developmental or general depth needs". P4 is purely a value oriented selection, so there is no reach. In the NBA draft, we wouldn't anticipate a teams selection being filled with a P4 player very often - perhaps a strong team with few real needs might select the best available player using a P4 code.
5 (P5) - The P5 code is used to identify positional needs that the team really wants to address (within reason), but wants to do so in the 2nd round. P5 PP's start the simulation as an equivalent to P4 (depth needs), but in the 2nd round all P5 PP's are promoted to P2. Thus the chances of the PP's getting a player fill increase dramatically in the 2nd round.
6(P6) - The P6 code is used to identify positional needs that the team really wants to address (within reason), but wants to do so in the 2nd round. P6 PP's start the simulation as an equivalent to P4 (depth needs), but in the 2nd round all P6 PP's are promoted to P3. Thus the chances of the PP's getting a player fill increase in the 2nd round.
P7 and P8 do not exist. They did once but were replicative and never seemed to fill.
9 (P9) - PP's tagged with a P9 code are positions where the team is absolutely set. But there are occurences where the program simply cannot find any player to fill the P1-P6 designations within a reasonable reach. In these cases the P9's will be sifted through and the best available selected.
The "M" designation stands for for "Multiple"; indicating that a team needs more than one player at a given Player Position (PP). Most player positions do not have the M designation. In these cases, if a PP is filled, the PP will be reset to P9 and no further players will be selected at that position. But if the PP has an M code next to it; the program will reset the positions priority based upon the M code upon the initial player selection at the PP.
M3 - PP's appended with an M3 code will get the PP code reset to P3 following the first selection at the position. This indicates a desire to add a second helping early on in the draft. Assume that the PG position is coded as a "1" with an M3 next to it. After the first PG is selected in the 1st round, the priority code is reset to P3 (internally) and the M code is reset to a blank. A second PG may be selected with the next selection given the P3 designation, but this depends upon the priorities assigned to other positions as well. If second PG is picked, the PG priority code will be set to P9 and no additional PGs will be picked.
M4 - PPs appended with M4 will have the PP codes converted to P4 following the initial selection at the PP. This implies that the team has an initial need, then would not be particularly opposed to going that same position in the 2nd round. Any further selection however is dependent on priorities assigned to other positions.