Didn't I have a thread on this awhile back that got hammered? 
The only thing I can see Chemistry being used for is to adjust ELO ratings. I'm not even sure it should be used for that, but I have no other idea of a positive use of the mechanic.
At least when a Vet team goes inactive/gets filled with CPU, it'll drop a lot in ELO (which is what we want). The complaint was other teams having to regain their ELO when dealing with legit turnover.
It doesn't seem to me that team owners would mind losing and regaining ELO IF (and it's a big IF), they could easily regain enough to move up to a proper Ladder ranking by the end of the season.
Another idea is if a team owner goes inactive and a team loses, then they lose more ELO than normal. Add a multiplier.
What's happening is owners at Vet have their team set to auto-renew. If they are going to quit the game, they stop logging in at the end of the last season. It takes 9 days for the owner to go inactive. He knows he's not coming back, but the system auto-renews him because he's not technically inactive yet. Then during the 3 day Season break, his team fills up with CPU/random players yet they keep the old ELO. (This was in another suggestion thread of mine. Cdog said inactive owners aren't renewed, but at Vet they aren't inactive YET at the time of the renewal. They technically go inactive after renewal and getting filled up by CPU/random players.)
That team then takes forever to drop in rankings. Sure it won't be renewed again the next season, but for one season it wrecks havoc on the Ladder.
So idea #2 is to adjust ELO by a multiplier if a team loses with an inactive owner. This will cause teams that go inactive (technically) in Game 2 of a season to fall quicker in the Ladder.
Idea #1 is to use Chemistry changeover to adjust ELO (& removing the on-the-field penalty of its effects). Teams that stick together while moving up the Ladder (in tiers) season to season won't suffer the penalty and will therefore gain a relative edge on teams that have huge changeover. (which is what a Ladder rank is: a relative ELO) Yes, a few teams will have legit roster changeover and an ELO reduction would hurt them - but it should be temporary (first 5-6 games) enough that good roster decisions are rewarded by season's end. With the removal of the on-the-field penalty, this should easily happen.
Solutions for Bort/Cdog to consider:
1. Increase the K value
2. Increase the ELO adjustment downward when you lose by BIG scoring differentials (like 50+ points and take even more off if a team loses by 100+) - Give people an incentive to destroy CPU teams that are clogging up Vet.
3. If Chemistry is to be even used in this game, use it to adjust ELO. (Better is to just stop using it for anything)
4. Increase the ELO adjust downward for inactive team owners so we don't have team renewals happen and then the owner goes inactive screwing up a season of Ladder games.
Anyone have more?

The only thing I can see Chemistry being used for is to adjust ELO ratings. I'm not even sure it should be used for that, but I have no other idea of a positive use of the mechanic.
At least when a Vet team goes inactive/gets filled with CPU, it'll drop a lot in ELO (which is what we want). The complaint was other teams having to regain their ELO when dealing with legit turnover.
It doesn't seem to me that team owners would mind losing and regaining ELO IF (and it's a big IF), they could easily regain enough to move up to a proper Ladder ranking by the end of the season.
Another idea is if a team owner goes inactive and a team loses, then they lose more ELO than normal. Add a multiplier.
What's happening is owners at Vet have their team set to auto-renew. If they are going to quit the game, they stop logging in at the end of the last season. It takes 9 days for the owner to go inactive. He knows he's not coming back, but the system auto-renews him because he's not technically inactive yet. Then during the 3 day Season break, his team fills up with CPU/random players yet they keep the old ELO. (This was in another suggestion thread of mine. Cdog said inactive owners aren't renewed, but at Vet they aren't inactive YET at the time of the renewal. They technically go inactive after renewal and getting filled up by CPU/random players.)
That team then takes forever to drop in rankings. Sure it won't be renewed again the next season, but for one season it wrecks havoc on the Ladder.
So idea #2 is to adjust ELO by a multiplier if a team loses with an inactive owner. This will cause teams that go inactive (technically) in Game 2 of a season to fall quicker in the Ladder.
Idea #1 is to use Chemistry changeover to adjust ELO (& removing the on-the-field penalty of its effects). Teams that stick together while moving up the Ladder (in tiers) season to season won't suffer the penalty and will therefore gain a relative edge on teams that have huge changeover. (which is what a Ladder rank is: a relative ELO) Yes, a few teams will have legit roster changeover and an ELO reduction would hurt them - but it should be temporary (first 5-6 games) enough that good roster decisions are rewarded by season's end. With the removal of the on-the-field penalty, this should easily happen.
Solutions for Bort/Cdog to consider:
1. Increase the K value
2. Increase the ELO adjustment downward when you lose by BIG scoring differentials (like 50+ points and take even more off if a team loses by 100+) - Give people an incentive to destroy CPU teams that are clogging up Vet.
3. If Chemistry is to be even used in this game, use it to adjust ELO. (Better is to just stop using it for anything)
4. Increase the ELO adjust downward for inactive team owners so we don't have team renewals happen and then the owner goes inactive screwing up a season of Ladder games.
Anyone have more?





























