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Bort
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Originally posted by FBGProfessor
Dear lord. If it is that easy, why have it? The more important question is why have it all? Realism? Please. How does it make the game more fun? More strategic? More fair?


You sound like a perfect candidate for a "basic" no-finance team. I'd like there to be a place for both mentalities to play ideally.
 
.spider.
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Originally posted by jbleich
Originally posted by Bort

Deterioration's main purpose was to not allow you to just buy everything and sit on it. I was figuring there'd be an "auto-referb" option for it so you don't have to think about it if you don't want to.


Originally posted by jbleich

Yeah, I say just keep it...I mean how hard is it to see a button that says "fix stadium deterioration - 4,000,000" and that figure goes up each season if you dont pay for it eventually until it dissappears if you dont pay for it......

I'd be all for keeping deterioration.




Yay? Nay?
 
Catch22
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Originally posted by Ronnie Brown 23
Didn't the new rules that were implemented eliminate cash farms?


Only eliminate them if they are reported. We don't have time to watch what every team does and a lot of it is subjective when deciding whether to punish a team or not.
 
Deathblade
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Originally posted by Plankton
One of the big complaints that was mentioned over and over again in the other thread was the fear of needing to do manual accounting and excel spreadsheet work. I would like to suggest that the interface have some sort of budgeting feature that makes it easier for the average owner to plan out his expenses.


Well yeah, that would only make sense.

A good system would have almost no math involved, no manual calculating expected salaries, expected income etc...it would be calculated and displayed for you.
 
Bort
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Originally posted by blln4lyf
There would be seasonal bonuses as well, so not exactly the case. The problem with the perm bonuses is that you need to gimp on salary and seasonal/temp boosts to by them, and it also continues to make the rich become richer. By getting rid of the perm bonuses finances will not be much of a hassle, will still require some basic thought, and will basically reset after each season so everyone is on an equal ground.


I guess it's sort of perm bonuses + deterioration in one. I do see your point.
 
Jack Del Rio
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Guys it was so damn obvious, I can't believe we missed it. HERE is what we should have been doing to make the monetary system meaningful: http://goallineblitz.com/game/forum_thread.pl?thread_id=1813104
 
Bort
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Originally posted by Deathblade
Well yeah, that would only make sense.

A good system would have almost no math involved, no manual calculating expected salaries, expected income etc...it would be calculated and displayed for you.


100% the plan for sure. I don't want to have to do math when I play franchise mode on Madden. It tells me how much it costs and how much I have left. I don't really want any more complexity than exists there.
 
Saris
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Originally posted by Staz
Originally posted by Sik Wit It

Valid points.

I certainly wouldn't want to get this implemented because it's something I just thought about on the fly and is not well-thought out obviously.


It was a good idea at first, and definitely has some potential, but we'd need to redo the morale system (which is something I also feel needs to be done)

Morale could be broken into four types:

Team Momentum
Personal Morale
Personal Momentum
Intimidated/Confident (how you perform against specific players)

But currently, it's just one:

Morale


What about 3 morale bars, two of which are mirror copies of the max and ingame energy bars?

-An overall max morale bar, similar to max energy.

-Ingame morale, similar to ingame energy. For instance a player who gets hit with a morale reducing ability can see this more fluid morale drop by a considerable ammount on a given play. Or a powerback after breaking 4 tackles could see significant temporary morale changes over a play.

-Intimidate: I thought you hit it out of the park with this idea, it might be something that could finaly bring the indimation abilities into their own.

Then the possession bonuses would be useful but not as all powerful, allowing ingame morale to spiral on a series of bad plays.
Edited by Saris on Apr 17, 2010 01:02:42
Edited by Saris on Apr 17, 2010 01:01:25
 
FBGProfessor
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Originally posted by Bort
Give money a bigger purpose, restrict super mergers, get rid of cash farms.


I thought Chemistry was supposed to restrict super mergers? If that isn't working then maybe you should revisit the Chem effect and increase it and maybe lengthen how long it takes to improve.

Not sure how the proposal gives money a bigger purpose for PLAYERS? Their salary is pretty meaningless under proposal 1 except it somehow determines their morale. But they can't actually buy anything!!!! Why not give players more to buy with money--that was what you talked about way back in season three or four I think. We ended up with AEQ, which is fine, but it isn't enough. I remember all kinds of ideas that people came up with for things players could spend money on. That would give players more to do and would give them a reason to really take money into account when accepting contracts rather than just going to a winning team.

For cash farms, impose a salary cap.
 
jdros13
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Originally posted by Bort
Give money a bigger purpose, restrict super mergers, get rid of cash farms.


I'm in support of just about all the goals of the overhaul, but I really think the super merger restriction is difficult to manage. I'm not really involved with a team that would qualify as a "super merger" organization, although obviously I've developed a network in the game. Those that have developed better networks are the ones that are being targeted right now imo - and truthfully they should probably not be penalized for developing a group of friends to help them play the game better.

I want more competition throughout all the leagues and I'd like to force parity as much as anyone, but targeting specific groups who are good at the game seems counter-productive.
 
Pietasters
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What about having Reserve Morale working like morale damage reduction but set to a point were it will allow bleed through so the VA's and SA's that double the damage will still have solid impact on normal morale. So it takes the damage for the tackle but not the helmet crash ability behind it.
 
Bort
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Originally posted by FBGProfessor
I thought Chemistry was supposed to restrict super mergers? If that isn't working then maybe you should revisit the Chem effect and increase it and maybe lengthen how long it takes to improve.


Chem only covers it for so long. Once it recovers (no matter how long it takes) they have a super team.
 
PLAYMAKERS
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Originally posted by Phantom_Opera
Let me ask you all this.

What exactly is the main objective for the finacial changes. What is it that you truly want to affect?


they want/ are forcing rounded builds so maintaining the sim becomes easy and to have a cyclical nature in GLB. making it so dynasty's are nearly impossible and so more people get to win this game. these are the subliminal messages in all of the proposed changes imo. they have been in every change ever implemented.
 
Plankton
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Originally posted by Bort
100% the plan for sure. I don't want to have to do math when I play franchise mode on Madden. It tells me how much it costs and how much I have left. I don't really want any more complexity than exists there.


I don't just mean telling me how much it costs. I mean some functionality to queue up purchases for the future and plan those costs. I don't use excel to know how much to pay my players, the game automatically pays them and displays that. I use it to plan out how much I will have available in the future for stadium and EQ. With the new system, I would think that adding a budgeting interface would be very critical.
 
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