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Forum > Goal Line Blitz 2 > Does GLB2 have an Effective level ?
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FairForever
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The height/weight factor can be picked up - what is the discount savings given a certain height/weight?

Again - this analysis just provides a quantitative number based on a certain skillset - it does not indicate whether you've used the most effective method - you could theoretically get minor cost savings (as you appropriately noted) through adjusting height/weight.
 
peeti
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Originally posted by FairForever
Yeah - and two seasons after that almost all of those players are gone. No Name was intended to be a two season test project with no superstars so I could build a team properly (since I didn't learn anything that first season on Erkner) - but then it turned out a lot better than expected.


Yeah...im sure the time with erkner didnt help you at all
 
MileHighShoes
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Originally posted by FairForever
The height/weight factor can be picked up - what is the discount savings given a certain height/weight?

Again - this analysis just provides a quantitative number based on a certain skillset - it does not indicate whether you've used the most effective method - you could theoretically get minor cost savings (as you appropriately noted) through adjusting height/weight.


It's not minor since it exceeds a 16% decrease. It was cheaper than trying to decrease cost with traits.
 
MadCow420
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Originally posted by MileHighShoes
It's not minor since it exceeds a 16% decrease. It was cheaper than trying to decrease cost with traits.


Either way. If it is a % Discount, it could be taken into consideration for the script
 
Mysterio
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I suggested something like this to stobie once, basically making a build, and then having the system check to see if there was a different combination of traits/height/weight/attribute points to give you the same build numbers with SP left over.

 
FairForever
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Originally posted by Mysterio
I suggested something like this to stobie once, basically making a build, and then having the system check to see if there was a different combination of traits/height/weight/attribute points to give you the same build numbers with SP left over.



As mentioned earlier this would be near impossible.

About 7.5K ways of allocating attributes, 41 different weights per height choice, and about 7 - 11 height choices per position.

Then there are some traits (let's say 12 trait choices for now) for which you pick 3, not including superstar. That's 220 different sets of traits.

7.5K * 41 * 10 * 220 would be around 677 million combinations of traits/height/weight/attribute points every single time.

Maybe one could think of some algorithms to solve this issue but I don't think you can improve the processing speed past n.
 
MileHighShoes
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Originally posted by MadCow420
Either way. If it is a % Discount, it could be taken into consideration for the script


You can't just directly apply a discount %. It has to be compared to a baseline, because just a random height and weight is meaningless unless its compared to the cost of raising attributes on another build.

You can't just say its a discount without comparing it to another complete initial build of starting attributes, height, weight, and traits, since they ALL affect the cost of increasing an attribute. Without comparing it to a baseline cost it's meaningless, especially since the baseline cost would be dependent on a combination of height, weight, starting attributes and selected traits. So what baseline are you comparing to, again like the post above states there are 677,000,000 different ways of setting up a build to choose from. This needs to be addressed otherwise anything that comes out is meaningless.
 
Fumblerooski
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Be a man, all players should be max height max weight.
 
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