Originally posted by Fumanchuchu
But how much does this philosophy butt up against the depth chart limitations? I guess if you're building a specialized roster it's one thing, but if I post an FA OT who can only pass block is he going to be useful to many teams?
uhh...ya?
Originally posted by Fumanchuchu
This is why I would like to see some sample finished builds. Right now you, Corndog, and TT are having a whole different conversation than the rest of us because you've seen end builds. I'm not so much bothered by you seeing how the end builds play, that will change by the time these builds start maturing. It's that I'm looking at the maximums and trying to follow this conversation and I don't know what is "high" and what is "average".
How about this, is there a way to tell how many SP to hit your max? Is it linear? Is there a quick bit of math that can be done to figure it out?Finished builds are going to look a tad different because Corndog changed the makeup of some traits so it isn't gonna play out totally like what TT, Romo, or I imagined. Average and High is pretty easy. High being 100, average being a portion of that. Attributes only go to 100 so that is laid out pretty easy. It is a bit easier with Superstars to get a couple attributes to that bench mark of 90+. Without Superstars you are only looking at 1, maaaaybe 2 attributes hitting a bench mark like that without cramping their build pretty good. But some specialized builds can still do it. I couldn't give you any math to help as I don't know the exacts on costs of attributes. I didn't really pay all that much attention to those kinda details on the server as I was more taking into account gameplay.