bobc222
Registered User
- Mar 10, 2017
- 993
- 1,716
Given all the constant discussion we seem to be having around the length of suspensions for various plays, I think that there should be a simple, almost formulaic way of determining the floor length of the suspension.
I think what makes the most sense, is for plays that cause an injury, suspend the offending player for at least a length of time equal to the injured player's recovery time. This would be the floor of the suspension length, while history etc... would lengthen the suspension.
In order for this system to work, you need 2 extremely simple areas of oversight in place:
1. In order for players to qualify for this suspension length floor, the act must have been intentional as judged by DOPS. (DOPS is not determining the length of the suspension, only a binary value of intent (yes or no)). This takes some of the power out of their hands, but still allows oversight of the process.
2. The length of absence is equal to the injured player's recovery time, as judged by a third-party league medical expert (not a team doctor). This would prevent a team from holding the player out, even after healing, in order to force a better player to remain suspended.
I think what makes the most sense, is for plays that cause an injury, suspend the offending player for at least a length of time equal to the injured player's recovery time. This would be the floor of the suspension length, while history etc... would lengthen the suspension.
In order for this system to work, you need 2 extremely simple areas of oversight in place:
1. In order for players to qualify for this suspension length floor, the act must have been intentional as judged by DOPS. (DOPS is not determining the length of the suspension, only a binary value of intent (yes or no)). This takes some of the power out of their hands, but still allows oversight of the process.
2. The length of absence is equal to the injured player's recovery time, as judged by a third-party league medical expert (not a team doctor). This would prevent a team from holding the player out, even after healing, in order to force a better player to remain suspended.