Originally posted by Fumanchuchu
Keep going with the Rivalry points and make it the primary arbiter for team grouping (into groups of 32).
Make effective level the primary arbiter of League level cap.
Remove all the capped league levels above 14, cap 4 and 14 remain as leagues to start new teams in.
Get an effective level average of the rivalry group of 32, add 3 levels and that's that cap that is placed on the league. If the average effective level is 20, the cap is 23 for that league (regular level cap).no reason to shoehorn teams into caps that don't fit.
Any team in the group who is 8 effective levels under the cap demotes into an appropriate level group also based on the group they have the most rivalry points in. This will require some smooshing, but should be doable without putting more that 1-2 CPUS in a league, the rivalry points should keep teams close enough that this doesn't need to happen because the cap is based on effective levelThis would keep the non-boosters at an appropriate level instead of expecting them to play the same teams who all boosted.
Once your team has effective levels above 50, they move out of the cloud into AA which expands and contracts to however many full rostered teams there are, also grouped by rivalry points.
Top 4 teams from and AA league promote to AAA, which also expands and contracts to keep leagues full and is also sorted by rivalry points.
Bottom four AAA teams demote to AA, all cpus and gut jobs are removed from the system every season.
AAA champions are ranked based on some sort of aggregate relating to league strength. Promotion to pro is based on bottom 4 demoting and removal of cpu and guts. Conference champions are also ranked to fill pro spots still open after League champs are exhausted.
All Cpu and Guts (from all levels of play) are shunted off to crap leagues with no playoffs, endorsements, or trophies, or ticket sales. You don't have to sell your team back, but it's not going to earn anything while you're not using it.(reset rules still apply anyway).
This is pretty close....but the only -1 I see in here is using the effective level. The effective level just isn't a good enough gauge yet. Re-work the effective level figuring first...then you have a fine idea.
Keep going with the Rivalry points and make it the primary arbiter for team grouping (into groups of 32).
Make effective level the primary arbiter of League level cap.
Remove all the capped league levels above 14, cap 4 and 14 remain as leagues to start new teams in.
Get an effective level average of the rivalry group of 32, add 3 levels and that's that cap that is placed on the league. If the average effective level is 20, the cap is 23 for that league (regular level cap).no reason to shoehorn teams into caps that don't fit.
Any team in the group who is 8 effective levels under the cap demotes into an appropriate level group also based on the group they have the most rivalry points in. This will require some smooshing, but should be doable without putting more that 1-2 CPUS in a league, the rivalry points should keep teams close enough that this doesn't need to happen because the cap is based on effective levelThis would keep the non-boosters at an appropriate level instead of expecting them to play the same teams who all boosted.
Once your team has effective levels above 50, they move out of the cloud into AA which expands and contracts to however many full rostered teams there are, also grouped by rivalry points.
Top 4 teams from and AA league promote to AAA, which also expands and contracts to keep leagues full and is also sorted by rivalry points.
Bottom four AAA teams demote to AA, all cpus and gut jobs are removed from the system every season.
AAA champions are ranked based on some sort of aggregate relating to league strength. Promotion to pro is based on bottom 4 demoting and removal of cpu and guts. Conference champions are also ranked to fill pro spots still open after League champs are exhausted.
All Cpu and Guts (from all levels of play) are shunted off to crap leagues with no playoffs, endorsements, or trophies, or ticket sales. You don't have to sell your team back, but it's not going to earn anything while you're not using it.(reset rules still apply anyway).
This is pretty close....but the only -1 I see in here is using the effective level. The effective level just isn't a good enough gauge yet. Re-work the effective level figuring first...then you have a fine idea.