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TxSteve
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Ok - plenty of discussion in this discussion (which has been ongoing for awhile and is a spin-off of the thread Idea RE: "Team Owned Equipment" listed in this forum.

Starts with a detailed outline of the idea:

Originally posted by
How about this....

First off, this is assuming the proposed changes to make Energy/Morale more important go through.

1) Players own equipment and equipment's free. Every 8 levels, you get to upgrade it 1 point just like now. You can swap out 1 piece of gear per season (only between days 40 and 0, to prevent mid-season sweeping changes)

2) AEQ works the same, just without costing any $. You still need shopping and bonus tokens.

3) Players' starting/max in-game Morale is based off of team possessions and his annual salary (measured as an average salary, season-to-date, so a team can't just give everyone a max salary for 1 big game then go back to min salaries for the rest of the season) and Energy is based off of team possessions.

The higher the level (maybe effective level, maybe league level, I haven't decided what would be best), the more that's required to hit 100 of both.

At the same time, Stamina and Confidence still have the same value, since without enough of those, they still drain quickly in-game.

Possessions
For Energy
Ice Packs
Heat Packs
Hot Tubs
Cold Tubs
Legal recovery supplements
Team Trainers
Team Medical Staff
LEGITIMATE Maseur/Masseuses
Hyperbaric Chambers
etc.

For Morale
Various improvements to locker rooms (size of personal area, comfortable seating to allow player to be relaxed and ready to go, personal dvd player/mp3 player docks for every locker, etc.)
Various improvements to the stadium itself to get fans more pumped up->players more pumped up (jumbotron, speaker system, mascot, cheerleaders, etc.)
Various PR events to get more fans involved, which can also help bump up fan support (appearances, charity work, fan appreciation days, bobble-head day, etc.)

4) Player-for-cash trades need to be severely limited. Along with the max trades per season between 2 teams, limit cash-for-player trades to 3-5 per season, max, so teams can't turn around and instead of funneling $ to a team by giving it to players, just funnel it to the team itself.

5) Now here's the important parts:
a) Max contracts go a LOT higher than they do now. We shouldn't need anything like an equipment fund, since paying players more->higher morale, so all the $ a player gets should be from the contract they sign.
b) Teams shouldn't easily be able to afford to give out max contracts to everyone. There should be a choice to make: give out balanced contracts and have everyone have pretty good Energy/Morale or give some more than others and have the ones with the most $ have the most and deal with the others having very little.


Originally posted by bort

The more I look at it, the more I like this idea quite a bit. It sorta solves two things at the same time: money laundering and the request for teams to have more to upgrade. Catch said he likes it too.


Issues raised and discussed:
What about AEQ?
(free / some kind of token cost)

What about trading players for cash?
(limit the # of cash trades per season to 0-3)

Is it a good idea to limit equipment to 1 swap per season?
(possibly more than 1 could be swapped - using bonus tokens)

What will Players spend their money on then?
(needs to be things for players to buy - possibly with money; possibly with tokens as currency)

What about the need (in some cases) to have more than 1 set of equipment available?
(unresolved)


This is an ongoing thread -
Edited by TxSteve on Feb 19, 2010 08:39:01
 
lemdog
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Yeah I don't like limiting 1 swap per season, the more you allow the player to change due to sim changes the better and I don't think it should cost BT's or anything thing else for the matter.
Edited by lemdog on Feb 19, 2010 09:16:10
 
mbinger
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I'm on board with everything except:

Originally posted by
5) Now here's the important parts:
a) Max contracts go a LOT higher than they do now. We shouldn't need anything like an equipment fund, since paying players more->higher morale, so all the $ a player gets should be from the contract they sign.
b) Teams shouldn't easily be able to afford to give out max contracts to everyone. There should be a choice to make: give out balanced contracts and have everyone have pretty good Energy/Morale or give some more than others and have the ones with the most $ have the most and deal with the others having very little.


This starts to change a culture to punish groups of agents working together. It encourages the "me, me" attitude that gets old. The best thing about this game is developing a group/network of guys and working together to the common goal of being as successful as possible. Trying to limit dot's effectiveness by limiting monetary resources just creates in-team tension and drama that isn't necessary or good for the game. It would be more effective to increase build options (a good start with the archetypes) and let these teams figure out ways to maximize their effectiveness as a team. That won't happen if guys think their dot won't be as good if the team doesn't give them a max contract. Football players aren't hampered in their innate ability to be good by anything an organization does.

As an NFL example (and I realize GLB is not NFL-made-to-dots), Jake Delhomme was paid very well last season and will be paid well next season, and that has nothing to do with his terrible performance on the field.

I understand the desire to have money matter, but using it to be divisive works against the best thing about the game, the networking toward a common purpose. Playing time, relative success, etc all make more sense as having impact on morale, not how much money comes through contract.

And then if players are getting all this money and are not spending it on equipment, then the only alternative is to spend it back on things that impact the player in-game. This is a big contrast to life where players typically spend the bulk of their money on things that have greater impact on real-life and not their game-to-game performance.

In-game money needs an overhaul, but I don't think this is an effective fix.
 
vinman
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Why do we need a complex solution,just lower the price of equipment.
 
lemdog
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Originally posted by vinman
Why do we need a complex solution,just lower the price of equipment.


 
Sal Basss
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Originally posted by vinman
Why do we need a complex solution,just lower the price of equipment.


This, and...

Originally posted by mbinger
This starts to change a culture to punish groups of agents working together. It encourages the "me, me" attitude that gets old. The best thing about this game is developing a group/network of guys and working together to the common goal of being as successful as possible. Trying to limit dot's effectiveness by limiting monetary resources just creates in-team tension and drama that isn't necessary or good for the game. It would be more effective to increase build options (a good start with the archetypes) and let these teams figure out ways to maximize their effectiveness as a team. That won't happen if guys think their dot won't be as good if the team doesn't give them a max contract. Football players aren't hampered in their innate ability to be good by anything an organization does.


... this. Especially the bolded part. If this were to happen, I'd probably just scrap my team and create every player myself.
 
cowtesticles2001
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why not ceiling the EQ at 56....most can afford 56...maybe it'll take 2 seasons....
 
Sal Basss
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Originally posted by cowtesticles2001
why not ceiling the EQ at 56....most can afford 56...maybe it'll take 2 seasons....


I'd be fine with this too. We really do not need anymore reason to increase the selfishness of agents. It would really discourage the MMORPG/team aspect of the game.
 
jxgator33
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I really don't like the max contracts idea because of what's already been mentioned, too many player-first agents on the marketplace already.
 
cowtesticles2001
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Originally posted by Sal Basss
I'd be fine with this too. We really do not need anymore reason to increase the selfishness of agents. It would really discourage the MMORPG/team aspect of the game.


....OP seems pretty complicated....I'm already losing interest...make me lose more interest by over complicating it...
 
PP
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Originally posted by vinman
Why do we need a complex solution,just lower the price of equipment.


Sounds great in theory, but doesn't really solve any problems. So, you just lower the price. Then, the top farm teams double or triple up on EQ. That way, they want to run outside hard one game, they just have their WRs slap on their STR & Blk gear. Facing a heavy rush team, their DL & LBs go with their run stuffing gear...Pass team, lets go speed & agility. All the while, the Have Nots are stuck with 1 set.

The idea quoted in the OP isn't my idea, but I think it's a p good one, and I don't see it being overly complex at all
 
F8n4tune
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Player buys his own BASE EQ up to level 32 which at that time also opens the magical AEQ box. Team begins paying for all level 40 and beyond BASE EQ upgrades at the same pay scale as player did starting at the same price player did at level 1-32.

From level 32 beyond player pays for any purchased AEQ and upgrades with cash/BT's and team pays for basic upgrades.

Of course there are some wrinkles but this is on the fly and off the top of my head , this would make a player contract ACTUALLY have some meaning , also allows a new team 4 seasons to get their finances in order. TBH we don't need even MORE complicated things for the game , there is a pretty easy solution out there somewhere.
Edited by F8n4tune on Feb 19, 2010 11:22:57
 
Catch22
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Originally posted by PP
Sounds great in theory, but doesn't really solve any problems. So, you just lower the price. Then, the top farm teams double or triple up on EQ. That way, they want to run outside hard one game, they just have their WRs slap on their STR & Blk gear. Facing a heavy rush team, their DL & LBs go with their run stuffing gear...Pass team, lets go speed & agility. All the while, the Have Nots are stuck with 1 set.

The idea quoted in the OP isn't my idea, but I think it's a p good one, and I don't see it being overly complex at all


Exactly this. And this isn't that complicated - in fact, it's relatively simple to understand and implement.
Edited by Catch22 on Feb 19, 2010 11:22:48
 
cowtesticles2001
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hey guys...no need for the discussion....just get it done....add more complex (not complex to PP) shit to the game....the casual user will be left scratching their heads and leave...

....and what the hell happened to the coaches idea?
 
cowtesticles2001
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Originally posted by Catch22
Exactly this. And this isn't that complicated - in fact, it's relatively simple to understand and implement.


make it happen then....
 
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