Originally posted by mwalsma
I can't see how the level ranges can be adjusted to accomplish what you want and not screw some teams over. You need to actually work through how you plan to do this, and I think when you do that you will start to see the flaws.
Example: Local Minor looks like this right now.
Local Minor Elite #1 Lv27-47 Sugg.
Local Minor Elite #2 Lv28-48 Sugg.
Local Minor Competitive #3 Lv24-42 Sugg.
Local Minor Competitive #4 Lv26-44 Sugg.
Local Minor League #5 Lv20-34 Sugg.
#5 has a 14 lvl gap. How do you plan to adjust this to "level" the playing field?
A team in #3 has a level cap of 42. Lets say they win their league. Do they promote to elite and get killed? Or do they stay where they are?
What if you are a new owner and have a team with 10 of your own fully boosted dots sitting at level 47. But your average age is 42 because that was who you could recruit. Do do you get stuck in elite? Are forced to decide between cutting your own players and playing down a level, or suffering through each season?
Are there enough partial boosting players to fill up a 32 team league at each age level? I just don't see the numbers to justify hurting some teams over this.
This gets to the root issue...teams are like burritos. The franchise is the tortilla and the players are the beans and cheese and meat (offense and ST and defense). The age system tracks just the burrito filling, but its the tortillas that get placed into leagues and conferences irrespective of the kind filling inside--and that placement is always based on what kind of beans and cheese were in the tortilla last season, not this one!
The only real solution would be for the franchises to be fixed while players can move up... that's how it works in real life. The Pop Warner team from this season doesn't become the high school JV team next season and a college team a couple of seasons after that.
It could actually work for GLB. Buy a team at a particular level and your team is always there until you sell it. A Prep team would cost 25 flex per season, for example, to own, while a WL team would cost 5000 flex per season.
Something like this would go well paired with a more gradual (in terms of skill not necessarily time) progression system that might even allow for a player to stay at the same league level for more than one season and perhaps abandoning player level altogether (using age and total SP value as measurements instead). Players would get SPs on a scheduled basis something like they do now, but arbitrary stuff like game XP wouldn't ruin careers. An option could exist to force teams to carry multi-age rosters with X amount of players in one age range and X in one or more other ranges. That would be truly interesting and challenging.
I'm getting far from the original point...