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 -
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