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CoachMauler
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I like it. Lets get it done devs : P
 
drifter
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Originally posted by MEPT72
A thought on a way to prevent every player from just loading up on the Lockerroom leader points would be to have only the highest player's points count not the total, because that would reduce the amount of people who do that to boost the whole team so everyone's cumulatively boosting everyone.


Completely missed this post before. This is a good point. How about the team effect of leadership starts with the highest leader then adds 50% of the 2nd leader's modifier and a further 50% of the 3rd leader's modifier and so on and so forth?
 
lNorthkliik
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It wouldn't be as cool as you think . Becuase all people would act fake . I no for a fact , that in the mist of a game , and i had a awsome game . 100+ yards rushing 2+ TD's . I am going to say , that it thought that i carried my team that whole game .
but most peeps woudl be like " its a team effort " . rofl thats just my input
 
drifter
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Originally posted by lNorthkliik
It wouldn't be as cool as you think . Becuase all people would act fake . I no for a fact , that in the mist of a game , and i had a awsome game . 100+ yards rushing 2+ TD's . I am going to say , that it thought that i carried my team that whole game .
but most peeps woudl be like " its a team effort " . rofl thats just my input


MMORPG = Massively Mulitplayer Online Role Playing Game

Role playing = Acting fake

You will respond based on how you picture your character. If you want to build a leadership you will role play (act fake) that he responded with the whole team answer. If you picture your character as a guy who works his ass off in the gym, you are going to roleplay (act fake) that he skipped the interview and hit the gym.

The goal would be to make it so that none of the lockerroom attribtutes are any "better" than any of the others. They would each have their advantage and would allow users to further differentiate their character from the thousands of other characters in the game according to how they picture them in their mind. That's what roleplaying is all about.

The short answer is, yes, it would be as cool as I think.
Last edited Mar 31, 2008 08:32:48
 
drifter
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One more note on this:

This is why I think this idea is better than the personality idea that incorpororates things like "Lockerom Cancer". Since there is no negative repercussions to an answer, people will be free to develop the image of their character as they see fit without worrying about the negative side of things. Don't confuse the "Celebrity" attribute with Lockerroom Cancer because he isn't going to do anything to destroy the team. In fact he'll help the owner sell tickets and jerseys.
 
MEPT72
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Basically by celebrity you mean a guy who's more like Randy Moss last year, jokes with the media is savy isn't the total "team effort what I do doesn't matter" type and sells tickets gets the fans excited and his jersey can't stay on the shelf. Or a better example would be "good" T.O. where as lockerroom cancer would be Bad T.O.
 
drifter
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Originally posted by MEPT72
Basically by celebrity you mean a guy who's more like Randy Moss last year, jokes with the media is savy isn't the total "team effort what I do doesn't matter" type and sells tickets gets the fans excited and his jersey can't stay on the shelf. Or a better example would be "good" T.O. where as lockerroom cancer would be Bad T.O.


Exactly. He would also bring in more cash for himself and give himself a chance for better equipment via endorsements.
 
drifter
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Originally posted by drifter
Here's my "formal" proposal:

Since the site itself claims to be a MMORPG, not just a sim, I propose the following idea to add the RPG aspect of managing a player. I give you Locker Room Attributes.

What the Attributes are and how they are obtained:

At player creation, a player will be given 3 Locker Room pts to assign between the three locker room attributes.

Those three attributes are:

1. Fame or Celebrity
2. Leadership or Lockeroom Presence
3. Workout Warrior


In addition, one time in between games, each player will be faced with a multiple choice question. The answer will dictate an increase or decrease in one of the locker room attributes. Some examples of the questions that will be asked:


1. You are approached be a reporter asking for an interview to discuss the last game. Do you:
a) Do the interview and talk about your own performance (+1 fame, -.5 leadership)^
b) Do the interview and talk about your teamates and their excellent performance (+1 leadership, -.5 workout warrior)
c) Decline the interview and hit the weight room (+1 Workout warrior, -.5 fame)

^The player could be told of what his decision will do or it could be left blank.

2. After the game, your teamates want you to hit the hottest club in town with them. Do you:
a) Decline and get some rest (+1 Workout Warrior, -.5 leadership)
b) Hit the club for a while but keep it low key (+1 leadership, -.5 fame)
c) Show the ladies in this town why they call you the man with the moves (+1 fame, -.5 workout warrior)


3. One of the rookies on the team approaches you and asks you to spend some extra time working with him on the playbook
a) Give the kid some pointers (+1 leadership, -.5 workout warrior)
b) Tell him you can't afford to sacrifice your own film room time (+1 workout warrior, -.5 leadership)
c) Give the kid your agent's card and tell him he'd be better off spending some time finding a new agent than looking at film (+.5 fame)*


* The options don't always have to be +1/-.5. They could just be .5 sometimes. The key being that the net game is always the same. If a player has 0 pts in each of the other two attributes he would only ever gain .5 pts in the attribute he was focusing on. Thus a player who focuses exclusively on fame will only receive .5 pt per decision in fame no matter what.

The questions don't all need to straight laced. They could be completely off the wall:


1. Dancing with the Really famous people has approached you and asked you to be on their show.
a) Accept and take it very seriously. Training twice as hard as normal (+.5 workout warrior)
b) Accept it and constantly talk about your teamates whenever on camera (+1 leadership, -.5 fame)
c) Accept it and ham it up on camera whenever possible (+.5 fame)



What the attributes affect:

Fame:

I think there are a number of ways you can work fame into the game.

1. Pro Bowl votes - If you every institute a pro bowl or all star game, fame would increase the regular number of votes a player would receive based on his performance. Perhaps the number of fame pts would increase the number of points by that percentage (ie 10 fame pts would increase pro bowl votes by 10%)


2. Endorsement - Fame would influence the chance of getting an endorsement offer as well as the value of such an offer. Endorsements, in turn, would give the player more money as well as give them the option to equip special equipment with slightly higher than normal bonuses. (unlike equipment the bonuses would be set and couldn't be modified by the user). For example, having a fame of 10, would give a player a random, small, chance of being an offered an endorsement deal. A fame of 50 would be 5X as likely to receive such an offer and the endorsement equipment offered would be 5X more potent.


3. Increased owner revenue. The amount of fame, in total, among an owner's team would be tallied and would increase the $ amount an owner could ask for tickets as well as giving a bonus to ticket and revenue sales.


Workout Warrior

1. The more pts in workout warrior, the more pts a player might receive for training. (Again, this could be as simple as 10 pts = 10% bonus).

2. Workout Warrior pts could also provide a random boost to on the field play. Perhaps 10 pts would mean a 10% chance of playing an intensity level higher than what was set without the added hit to energy. For example, if intensity was set to normal and the player had 10 WW pts, he would have a 10% chance of playing at Intensity level High for that game while only losing the energy as if he'd played normal. If he already had his intesity to high, he would get an even further boost - maybe call it "Inspired".


Leadership

1. The more pts in Leadership the bigger on the field boost to the entire team's confidence. 10 pts would mean that the entire team would play with a 10% boost to Confidence.

2. Leadership would also have a very small chance (10 pts = 1%) of inspring an entire team to play as described in workout warrior 2.


Conclusion


I believe this would add some added depth both the those users only managing players as well as to those users managing teams. As someone building a team, you would want to have some fame guys to boost your revenue as well as some leadership guys to boost the entire team's play and some workout warriors that are going to be among the most skilled players on the field.

You could also add special facilities to team owners. They could spend money on an improved weight room, adding to the allure of attracting workout warriors, or add a cable television contract to appeal to fame hounds.

As a player you have to choose a path for your player. With 16 games in a season, that's only a 16 pt possible gain in any one area at the expense of any other direction. A 5 year player who focused exclusively on Fame would have 43 pts in fame and 0 in workout warrior and leadership. That player is going to have a lot of money and some cool equipment but won't help out his team at all and his cool equipment will not equal the bonuses gained by the Workout Warrior.

In reality, people will probably be more balanced in their approach, leading to a player who after 5 seasons, will have something like 20 pts in leadership, 18 pts in workout warrior and 5 pts in fame.

This adds depth to this game that I have yet to see in many years of playing sims and I think would greatly add to the experience for player and team managers alike.


Originally posted by drifter
Execution

The most complicated of these three attributes to implement would definitely be the “Celebrity” attribute mainly because of its impact on ticket and concession sales and because of the concept of endorsements.

I think the latter could be simple enough. Tally the number of fame pts a team has in total and compare it to a baseline. For argument’s sake let’s set that baseline at 50 pts for “A” league and increasing at each higher level.

If the team’s collective Celebrity is less than 50 pts, this would negatively effect ticket sales by an amount equal to the level it falls below the baseline. If a team’s collective Celebrity is 25, ticket sale demand would be reduced by 25% (25 pts below 50). Conversely, if the collective Celebrity is 75, it would increase demand by 25%.

As concessions are added into the game, this could be applied to concession sales as well.

On the more difficult proposition of Endorsements, here are my thoughts.

After the season is over a player would have a chance to accept Endorsement offers. There would be a fixed number of Endorsement levels – let’s say 1 – 10. If a player has between 11 and 20 Celebrity points he could accept one, level 1 Endorsement offer. If he has between 21 and 30 Celebrity points, he could either accept 2, level 1 endorsement offers or a single level 2 endorsement offer.

The endorsement offer would be for a piece of equipment, so there would be headwear, footwear, gloves and t-shirt offers. The player would get both a sum of money as well as a piece of endorsed equipment that carried a higher bonus than what a player might normally receive at that level.

The schedule of endorsement levels would look something like this:

Level 1: $10,000 up front bonus / Piece of Equipment with a 2X bonus beyond what his current equipment max bonus is / $100 per game if the equipment is worn

Level 2: $20,000 up front bonus / Piece of Equipment with a 3X bonus beyond what his current equipment max bonus is/ $200 per game if the equipment if worn.

And so on and so forth.

Remember that even if a player focuses exlusively on gaining Celebrity, he will look like this:

After year 1 he will have 11 Celebrity. After year 2, he will have 19 Celebrity. After year 3 he will have 27 Celebrity. This could be slightly higher if the player makes the playoffs because increased games would mean increased ability to increase locker room attributes.

Because I do not have the knowledge of the game to project where a 5 year player might be in terms of levels, I will make an educated guess and say that a 5 year player, using full usage of flex point boosting would be at approximately Level 30 (15 levels of boosting plus 15 levels of regular experience accrual).

That 5 year, Level 30 player, if he focused exclusively on Celebrity, would have 43 pts in Celebrity. At the end of the fifth year, he could choose to take a level 4 Shoe Endorsement giving him a sizable cash bonus as well as 5X the +4 equipment he would normally have, giving him a piece of equipment worth +20 pts

He could also choose to accept two level 2 deals giving him two pieces of equipment with x3 bonuses, or +8 pts each.

What would be debatable is whether the player is able to choose what piece of endorseable equipment he is offered and if he can choose the attribute bonus or if it is dictated by the piece of endorseable equipment. My initial thought is that the piece of equipment and the bonus it imparts would both be random (but geared towards the player’s position) and that there would be multiple offers every year that would give the player some choice. I’m not completely convinced that is the proper way to go, however,

Keep in mind that while it seems like a +20 boost is enormous, during that same period, the Workout Warrior has been getting 5 seasons of increased training results and on field performance boosts and the Lockerroom leader is having a dramatic effect on the Confidence and on field performance of his teammates.

Again, I think this adds to the roleplay element of the game. Are you a me, me, me player out for cash and some big boosts to your skills? Are you the no-nonsense Workout Warrior who will be among the most skilled to ever play the game by the time he retires? Are you the Lockerroom Leader who takes his team to that next level and probably will have more Championships to show for it? Maybe you’re a blend of 2 of them or even all 3? You’re Terrell Owens who covets both fame and is a workout warrior. Maybe your Tom Brady with Leadership and a drive to be the most skilled.



Bump for the guy talking about endorsements.
Last edited Apr 1, 2008 13:36:33
 
MEPT72
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Here's a thought on another potential application of the locker room attributes, if the idea of having a malcontent or pissed off player comes to fruition, have the attributes affect the repercussions of that player's annoyance. So if it's a team leader morale drops, if it's a work out warrior team training drops, if it's a celebrity ticket/jersey sales drop.
 
alexander_37
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you shuold be able to buy items like PR person or sports car = + w.e to fame/celebrity

personal trainer/gym = + w.e to workout warrior

take the team on vacation/give money to charity = leadership
 
MEPT72
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Maybe certian things from the game would add to those too? like having a league high rating in a skill would lead to work out warrior points, a break out game would add to fame. (like a LB getting 3 sacks in one game or 20 tackles or a running back bustin 200 yards or something crazy) for leadership maybe it'd be like having a league high in one of the skills or mentality categories, not sure what would trigger this besides your choices.
 
drifter
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Originally posted by alexander_37
you shuold be able to buy items like PR person or sports car = + w.e to fame/celebrity

personal trainer/gym = + w.e to workout warrior

take the team on vacation/give money to charity = leadership



I like it
 
drifter
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Another idea for an off day question:


The Help a Brotha' Out Foundation has asked you to spend some time building houses for the poor. Do you
A) Gladly accept and vow to bang twice as many nails as the next guy (+.5 Workout Warrior)
B) Decline but offer to appear in their next commercial as a spokesperson (+.5 Celebrity)
C) Accept and convince some of your teamates to also come along (+.5 Lockeroom Leader)


Please feel free to add some if you have any.
Last edited Apr 10, 2008 20:50:23
 
drifter
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In addition to the choose your own adventure style questions, players could also be offered items to purchase from a group that would boost one of the lockerroom attributes. You might have the option to:

Hire a Personal Trainer (Either a high set amount or an amount per season)
Hire a PR Expert
Hire a Motivational Speaker

You could only pick one from the group and it would be a permanent boost to the obvious corresponding lockerroom attribute. Maybe this option would be available before each season starts and you would have to choose again (and pay again) at the beginning of the next season.

This might not be popular, but special items like this might be purchased with flex points instead of game dollars as well if the devs feel they need more flex spending incentives.
 
drifter
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A summary of the evolution of the idea so far:

Originally posted by drifter
Here's my "formal" proposal:

Since the site itself claims to be a MMORPG, not just a sim, I propose the following idea to add the RPG aspect of managing a player. I give you Locker Room Attributes.

What the Attributes are and how they are obtained:

At player creation, a player will be given 3 Locker Room pts to assign between the three locker room attributes.

Those three attributes are:

1. Fame or Celebrity
2. Leadership or Lockeroom Presence
3. Workout Warrior


In addition, one time in between games, each player will be faced with a multiple choice question. The answer will dictate an increase or decrease in one of the locker room attributes. Some examples of the questions that will be asked:


1. You are approached be a reporter asking for an interview to discuss the last game. Do you:
a) Do the interview and talk about your own performance (+1 fame, -.5 leadership)^
b) Do the interview and talk about your teamates and their excellent performance (+1 leadership, -.5 workout warrior)
c) Decline the interview and hit the weight room (+1 Workout warrior, -.5 fame)

^The player could be told of what his decision will do or it could be left blank.

2. After the game, your teamates want you to hit the hottest club in town with them. Do you:
a) Decline and get some rest (+1 Workout Warrior, -.5 leadership)
b) Hit the club for a while but keep it low key (+1 leadership, -.5 fame)
c) Show the ladies in this town why they call you the man with the moves (+1 fame, -.5 workout warrior)


3. One of the rookies on the team approaches you and asks you to spend some extra time working with him on the playbook
a) Give the kid some pointers (+1 leadership, -.5 workout warrior)
b) Tell him you can't afford to sacrifice your own film room time (+1 workout warrior, -.5 leadership)
c) Give the kid your agent's card and tell him he'd be better off spending some time finding a new agent than looking at film (+.5 fame)*


* The options don't always have to be +1/-.5. They could just be .5 sometimes. The key being that the net game is always the same. If a player has 0 pts in each of the other two attributes he would only ever gain .5 pts in the attribute he was focusing on. Thus a player who focuses exclusively on fame will only receive .5 pt per decision in fame no matter what.

The questions don't all need to straight laced. They could be completely off the wall:


1. Dancing with the Really famous people has approached you and asked you to be on their show.
a) Accept and take it very seriously. Training twice as hard as normal (+.5 workout warrior)
b) Accept it and constantly talk about your teamates whenever on camera (+1 leadership, -.5 fame)
c) Accept it and ham it up on camera whenever possible (+.5 fame)



What the attributes affect:

Fame:

I think there are a number of ways you can work fame into the game.

1. Pro Bowl votes - If you every institute a pro bowl or all star game, fame would increase the regular number of votes a player would receive based on his performance. Perhaps the number of fame pts would increase the number of points by that percentage (ie 10 fame pts would increase pro bowl votes by 10%)


2. Endorsement - Fame would influence the chance of getting an endorsement offer as well as the value of such an offer. Endorsements, in turn, would give the player more money as well as give them the option to equip special equipment with slightly higher than normal bonuses. (unlike equipment the bonuses would be set and couldn't be modified by the user). For example, having a fame of 10, would give a player a random, small, chance of being an offered an endorsement deal. A fame of 50 would be 5X as likely to receive such an offer and the endorsement equipment offered would be 5X more potent.


3. Increased owner revenue. The amount of fame, in total, among an owner's team would be tallied and would increase the $ amount an owner could ask for tickets as well as giving a bonus to ticket and revenue sales.


Workout Warrior

1. The more pts in workout warrior, the more pts a player might receive for training. (Again, this could be as simple as 10 pts = 10% bonus).

2. Workout Warrior pts could also provide a random boost to on the field play. Perhaps 10 pts would mean a 10% chance of playing an intensity level higher than what was set without the added hit to energy. For example, if intensity was set to normal and the player had 10 WW pts, he would have a 10% chance of playing at Intensity level High for that game while only losing the energy as if he'd played normal. If he already had his intesity to high, he would get an even further boost - maybe call it "Inspired".


Leadership

1. The more pts in Leadership the bigger on the field boost to the entire team's confidence. 10 pts would mean that the entire team would play with a 10% boost to Confidence.

2. Leadership would also have a very small chance (10 pts = 1%) of inspring an entire team to play as described in workout warrior 2.


Conclusion


I believe this would add some added depth both the those users only managing players as well as to those users managing teams. As someone building a team, you would want to have some fame guys to boost your revenue as well as some leadership guys to boost the entire team's play and some workout warriors that are going to be among the most skilled players on the field.

You could also add special facilities to team owners. They could spend money on an improved weight room, adding to the allure of attracting workout warriors, or add a cable television contract to appeal to fame hounds.

As a player you have to choose a path for your player. With 16 games in a season, that's only a 16 pt possible gain in any one area at the expense of any other direction. A 5 year player who focused exclusively on Fame would have 43 pts in fame and 0 in workout warrior and leadership. That player is going to have a lot of money and some cool equipment but won't help out his team at all and his cool equipment will not equal the bonuses gained by the Workout Warrior.

In reality, people will probably be more balanced in their approach, leading to a player who after 5 seasons, will have something like 20 pts in leadership, 18 pts in workout warrior and 5 pts in fame.

This adds depth to this game that I have yet to see in many years of playing sims and I think would greatly add to the experience for player and team managers alike.


Originally posted by drifter
Originally posted by Verloren

Originally posted by drifter



Why do you think workout warrior would get ignored? If you make the bonus to training significant enough (maybe along with increased energy recuperating) it could be a very powerful skill. You would have a good chance of playing games at high intensity for less of an energy sap.


If there isn't a clear explanation of what each personality does and everyone can find it at the first look, it will end up being ignored. And there is the stigma of being the most well known player on a team/the leader that makes everybody play better. And if most people don't see any benefit to being a workout warrior...The bigger boost will help it get more attention.

Btw, what do you think of the clashing personalities idea?



Why would it be ignored more than confidence or vision or agility? I agree that it needs to be explained, but so does everything else. I agree that fame and leadership have their perks as well, but the after several seasons, the best (most skilled) players in the league will be the Workout warriors. Keep in mind as well that a fair amount of people would choose to go balanced.



Originally posted by drifter
Originally posted by Verloren

Originally posted by drifter


]
Why would it be ignored more than confidence or vision or agility? I agree that it needs to be explained, but so does everything else. I agree that fame and leadership have their perks as well, but the after several seasons, the best (most skilled) players in the league will be the Workout warriors. Keep in mind as well that a fair amount of people would choose to go balanced.


True. It's just that there are so many similar ideas and it is hard to keep track of all of them. As for team leader, will it still be in effect if the player is not on the field at the time?



I would say yes. It is afterall "locker room presence". Now, you bring up a valid point in that maybe the % of confidence raised or the chance of inspiring the entire team is reduced if the player is not listed as a starter. Likewise, an owner might have repercussions if his highly famed player doesn't get the start. Of course, if a player has a high enough stat in any of these, chances are he's not sitting on the bench. A 10 year player focusing on only 1 stat exclusively would have 83 pts at the most. Chances are he's a pretty good player at that point as well.


Originally posted by drifter
Originally posted by Verloren

Not dressed/starting so the backup can play? Or maybe because the player has low energy. I have an inactive user on my roster, but haven't been able to dump him until I get another TE.




As above, I'd say that it's still in effect but maybe to a lesser degree. A high famed player who is not starting would also maybe cost the owner some ticket and/or concession sales.



Originally posted by drifter
After sleeping on it the attributes make the most sense named as:

Celebrity (instead of fame)
Lockeroom Leader(instead of leadership)
Workout Warrior



Originally posted by drifter
Originally posted by

1. The more pts in Leadership the bigger on the field boost to the entire team's confidence. 10 pts would mean that the entire team would play with a 10% boost to Confidence.


Thought this through a bit more. I think this would be too large a bonus at higher levels. Maybe you cut it in half (10 pts = 5% boost confidence) or you make it a sliding scale dependant on what the other inviduals' confidence already is. A person with only 20 confidence might get the full 10% boost (or 20% or 50% or whatever), while a person with 40 confidence would only get a half the boost and a person with 80 confidence would only get half of that).


Originally posted by drifter
Execution

The most complicated of these three attributes to implement would definitely be the “Celebrity” attribute mainly because of its impact on ticket and concession sales and because of the concept of endorsements.

I think the latter could be simple enough. Tally the number of fame pts a team has in total and compare it to a baseline. For argument’s sake let’s set that baseline at 50 pts for “A” league and increasing at each higher level.

If the team’s collective Celebrity is less than 50 pts, this would negatively effect ticket sales by an amount equal to the level it falls below the baseline. If a team’s collective Celebrity is 25, ticket sale demand would be reduced by 25% (25 pts below 50). Conversely, if the collective Celebrity is 75, it would increase demand by 25%.

As concessions are added into the game, this could be applied to concession sales as well.

On the more difficult proposition of Endorsements, here are my thoughts.

After the season is over a player would have a chance to accept Endorsement offers. There would be a fixed number of Endorsement levels – let’s say 1 – 10. If a player has between 11 and 20 Celebrity points he could accept one, level 1 Endorsement offer. If he has between 21 and 30 Celebrity points, he could either accept 2, level 1 endorsement offers or a single level 2 endorsement offer.

The endorsement offer would be for a piece of equipment, so there would be headwear, footwear, gloves and t-shirt offers. The player would get both a sum of money as well as a piece of endorsed equipment that carried a higher bonus than what a player might normally receive at that level.

The schedule of endorsement levels would look something like this:

Level 1: $10,000 up front bonus / Piece of Equipment with a 2X bonus beyond what his current equipment max bonus is / $100 per game if the equipment is worn

Level 2: $20,000 up front bonus / Piece of Equipment with a 3X bonus beyond what his current equipment max bonus is/ $200 per game if the equipment if worn.

And so on and so forth.

Remember that even if a player focuses exlusively on gaining Celebrity, he will look like this:

After year 1 he will have 11 Celebrity. After year 2, he will have 19 Celebrity. After year 3 he will have 27 Celebrity. This could be slightly higher if the player makes the playoffs because increased games would mean increased ability to increase locker room attributes.

Because I do not have the knowledge of the game to project where a 5 year player might be in terms of levels, I will make an educated guess and say that a 5 year player, using full usage of flex point boosting would be at approximately Level 30 (15 levels of boosting plus 15 levels of regular experience accrual).

That 5 year, Level 30 player, if he focused exclusively on Celebrity, would have 43 pts in Celebrity. At the end of the fifth year, he could choose to take a level 4 Shoe Endorsement giving him a sizable cash bonus as well as 5X the +4 equipment he would normally have, giving him a piece of equipment worth +20 pts

He could also choose to accept two level 2 deals giving him two pieces of equipment with x3 bonuses, or +8 pts each.

What would be debatable is whether the player is able to choose what piece of endorseable equipment he is offered and if he can choose the attribute bonus or if it is dictated by the piece of endorseable equipment. My initial thought is that the piece of equipment and the bonus it imparts would both be random (but geared towards the player’s position) and that there would be multiple offers every year that would give the player some choice. I’m not completely convinced that is the proper way to go, however,

Keep in mind that while it seems like a +20 boost is enormous, during that same period, the Workout Warrior has been getting 5 seasons of increased training results and on field performance boosts and the Lockerroom leader is having a dramatic effect on the Confidence and on field performance of his teammates.

Again, I think this adds to the roleplay element of the game. Are you a me, me, me player out for cash and some big boosts to your skills? Are you the no-nonsense Workout Warrior who will be among the most skilled to ever play the game by the time he retires? Are you the Lockerroom Leader who takes his team to that next level and probably will have more Championships to show for it? Maybe you’re a blend of 2 of them or even all 3? You’re Terrell Owens who covets both fame and is a workout warrior. Maybe your Tom Brady with Leadership and a drive to be the most skilled.


Originally posted by drifter
Oh one more note on endorsements. They do not roll over from year to year in the model I sketched out. You can choose to keep an existing endorsement but it would count against the number of total endorsement levels you are allowed to possess.



Originally posted by drifter
Originally posted by MEPT72

A thought on a way to prevent every player from just loading up on the Lockerroom leader points would be to have only the highest player's points count not the total, because that would reduce the amount of people who do that to boost the whole team so everyone's cumulatively boosting everyone.


Completely missed this post before. This is a good point. How about the team effect of leadership starts with the highest leader then adds 50% of the 2nd leader's modifier and a further 50% of the 3rd leader's modifier and so on and so forth?


Originally posted by drifter
Originally posted by lNorthkliik

It wouldn't be as cool as you think . Becuase all people would act fake . I no for a fact , that in the mist of a game , and i had a awsome game . 100+ yards rushing 2+ TD's . I am going to say , that it thought that i carried my team that whole game .
but most peeps woudl be like " its a team effort " . rofl thats just my input


MMORPG = Massively Mulitplayer Online Role Playing Game

Role playing = Acting fake

You will respond based on how you picture your character. If you want to build a leadership you will role play (act fake) that he responded with the whole team answer. If you picture your character as a guy who works his ass off in the gym, you are going to roleplay (act fake) that he skipped the interview and hit the gym.

The goal would be to make it so that none of the lockerroom attribtutes are any "better" than any of the others. They would each have their advantage and would allow users to further differentiate their character from the thousands of other characters in the game according to how they picture them in their mind. That's what roleplaying is all about.

The short answer is, yes, it would be as cool as I think.


Originally posted by drifter
Originally posted by alexander_37

you shuold be able to buy items like PR person or sports car = + w.e to fame/celebrity

personal trainer/gym = + w.e to workout warrior

take the team on vacation/give money to charity = leadership



I like it



Originally posted by drifter
Another idea for an off day question:


The Help a Brotha' Out Foundation has asked you to spend some time building houses for the poor. Do you
A) Gladly accept and vow to bang twice as many nails as the next guy (+.5 Workout Warrior)
B) Decline but offer to appear in their next commercial as a spokesperson (+.5 Celebrity)
C) Accept and convince some of your teamates to also come along (+.5 Lockeroom Leader)


Please feel free to add some if you have any.


Originally posted by drifter
In addition to the choose your own adventure style questions, players could also be offered items to purchase from a group that would boost one of the lockerroom attributes. You might have the option to:

Hire a Personal Trainer (Either a high set amount or an amount per season)
Hire a PR Expert
Hire a Motivational Speaker

You could only pick one from the group and it would be a permanent boost to the obvious corresponding lockerroom attribute. Maybe this option would be available before each season starts and you would have to choose again (and pay again) at the beginning of the next season.

This might not be popular, but special items like this might be purchased with flex points instead of game dollars as well if the devs feel they need more flex spending incentives.

 
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