It might be nice, and not too much trouble, o create a few interesting leagues. I had some ideas.
A progression draft league, where all players are dumped into a pool after each season and are drafted into different teams as the league ages. There would be some limitations:
Team:
Owners cannot make players.
Teams paid in full upfront and cost a more (500 flex\season????).
Owners cannot be removed from the league and their team sold to someone else for inactivity and trolling their own team.
Players:
An upfront cost per player to enter; meaning you pay for the player and the boosts\CE at the time of creation for the league.
Total cost of a player reduced (50%?????) for the lifetime of the player and the cost of CE.
Players are only usable in the league.
Why I happen to like the idea:
Separating the owners and the players creates a more dependent dynamic where communication is important.
Having the player's move teams will put people in contact with a wider group and may bring some of the community feeling back to the game.
Putting all of the cost upfront and folding boosting and CE into the cost ensures everyone is on the same level all the way through and may reduce the chance of quitting, as the cost is already sunk.
It is good for players because it allows their flex to go a little further.
It opens up another type of dynamic to the game, and it does not change the balance of the sim in anyway.
Challenges:
There would have to be coding done for the player creation and locking a player into the draft league.
There would probably need to be a catch up system in place built by the end of the first season so that people who left could be replaced. This system would need the ability to fast forward players days so that they could be join at the right time.
Roster size and composition may need to be standardized so that no one could come in and draft 9 WR and mess the league up. It would also help with informing people what positions were available for creation.
Another league idea
A progression non-boosting league. I think some very similar concepts could be applied to this league. Increase the cost of team ownership significantly (1000 flex\season???). Dots that play in the league are not eligible for a refund and are forced retired after season 10.
I think this would spur a lot of single owner teams.
It would probably spur a lot of CE purchases as CE would have a bigger impact in a non-boosting league.
These two ideas are vastly different. The former has a strong chance of bringing some of the community back to the game. It also provides a different experience. The latter makes the single owner experience cheaper and will play to the egocentric crowd that thinks they are the best builders.
One of the important functions is it has a possibility to remove a lot of active flex from the environment, and that may spur some spending.
Lastly, with the leagues being locked and the same people being in them for a long time (the length of a career) it might force a little more balance in the building. Will people want to build for season 10 when they have 9 other seasons that they are locked into? Some people will probably have more successful early builds and some will build better season 7+. These ideas have a chance to create more legitimated ways to play. You may see teams that have half the dots build for early success and the other half for later success.
This also adds one more level of competition to the game and another set of trophies for people to shoot for.
Thoughts?
A progression draft league, where all players are dumped into a pool after each season and are drafted into different teams as the league ages. There would be some limitations:
Team:
Owners cannot make players.
Teams paid in full upfront and cost a more (500 flex\season????).
Owners cannot be removed from the league and their team sold to someone else for inactivity and trolling their own team.
Players:
An upfront cost per player to enter; meaning you pay for the player and the boosts\CE at the time of creation for the league.
Total cost of a player reduced (50%?????) for the lifetime of the player and the cost of CE.
Players are only usable in the league.
Why I happen to like the idea:
Separating the owners and the players creates a more dependent dynamic where communication is important.
Having the player's move teams will put people in contact with a wider group and may bring some of the community feeling back to the game.
Putting all of the cost upfront and folding boosting and CE into the cost ensures everyone is on the same level all the way through and may reduce the chance of quitting, as the cost is already sunk.
It is good for players because it allows their flex to go a little further.
It opens up another type of dynamic to the game, and it does not change the balance of the sim in anyway.
Challenges:
There would have to be coding done for the player creation and locking a player into the draft league.
There would probably need to be a catch up system in place built by the end of the first season so that people who left could be replaced. This system would need the ability to fast forward players days so that they could be join at the right time.
Roster size and composition may need to be standardized so that no one could come in and draft 9 WR and mess the league up. It would also help with informing people what positions were available for creation.
Another league idea
A progression non-boosting league. I think some very similar concepts could be applied to this league. Increase the cost of team ownership significantly (1000 flex\season???). Dots that play in the league are not eligible for a refund and are forced retired after season 10.
I think this would spur a lot of single owner teams.
It would probably spur a lot of CE purchases as CE would have a bigger impact in a non-boosting league.
These two ideas are vastly different. The former has a strong chance of bringing some of the community back to the game. It also provides a different experience. The latter makes the single owner experience cheaper and will play to the egocentric crowd that thinks they are the best builders.
One of the important functions is it has a possibility to remove a lot of active flex from the environment, and that may spur some spending.
Lastly, with the leagues being locked and the same people being in them for a long time (the length of a career) it might force a little more balance in the building. Will people want to build for season 10 when they have 9 other seasons that they are locked into? Some people will probably have more successful early builds and some will build better season 7+. These ideas have a chance to create more legitimated ways to play. You may see teams that have half the dots build for early success and the other half for later success.
This also adds one more level of competition to the game and another set of trophies for people to shoot for.
Thoughts?