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Forum > Suggestions > Make player creation points market based
Lurchy
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instead of having a set amount of flex points for player creation, regardless of demand level, make the flex point cost based on demand level.

If a position is 'high demand', it should be 50 points. Medium demand = 100 points, and low demand = 150 points.
 
vamking12
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Originally posted by Lurchy
instead of having a set amount of flex points for player creation, regardless of demand level, make the flex point cost based on demand level.

If a position is 'high demand', it should be 50 points. Medium demand = 100 points, and low demand = 150 points.


Makes sense.
 
Monty Burns
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interesting thought....maybe a season to season rolling adjustment of some kind to balance out position demand? Don't think this would be possible in season though, for many reasons....
 
Lurchy
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Yeah, I don't think it will affect the guys who buy entire teams. But when I just built a few guys the other day, the position costs vs player demand had no correlation in certain areas. It just makes sense to me to match cost to demand.
 
crazy454
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This is something that will be in the NGTH forum
 
peeti
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Originally posted by crazy454
This is something that will be in the NGTH forum


This...

It just makes wayyyy to much Sense to do this
 
TehKyou
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It doesn't make sense. If you impliment this then it'll basically be a first come first serve situation for positions that would normally be 150 @ 50 anyway. In other words some people would have to pay 50 some would have to pay 100 and some would have to pay 150. Then the SP boosts their entire career are also affected. Person B would end up paying a whole lot more flex over career then person A because person A was able to create their QB 1 minute before Person B.

Also, when offensive lineman become Average demand they'll cost even more to make. You thought it was hard filling your team with lineman on GLB 1, try doing it when no one wants to build Olineman because it costs double the flex of what it used to be.
 
Monty Burns
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yes, the more I think about this, while maybe good in theory to help balance out player demand, it is completely unworkable and would cause the chaos TehKyou describes....
 
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Originally posted by Monty Burns
yes, the more I think about this, while maybe good in theory to help balance out player demand, it is completely unworkable and would cause the chaos TehKyou describes....


It's hard enough on this version as it is also, without that rise in pricing.
 
peeti
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Originally posted by redskinsfan1
It's hard enough on this version as it is also, without that rise in pricing.


Was in the Old Version just as hard as here
 
Lurchy
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Originally posted by TehKyou
It doesn't make sense. If you impliment this then it'll basically be a first come first serve situation for positions that would normally be 150 @ 50 anyway. In other words some people would have to pay 50 some would have to pay 100 and some would have to pay 150. Then the SP boosts their entire career are also affected. Person B would end up paying a whole lot more flex over career then person A because person A was able to create their QB 1 minute before Person B.

Also, when offensive lineman become Average demand they'll cost even more to make. You thought it was hard filling your team with lineman on GLB 1, try doing it when no one wants to build Olineman because it costs double the flex of what it used to be.


Average demand means there are a significant number of players already at that position for you to draft from. I don't think you thought that one through.

I just took a look at GLB2 and GLB1. In GLB2 all o-linemen are high demand and in GLB1 centers are average demand while G's and T's are 'very high demand'.

That said, one way to alleviate the linemen issue would be to put them in a separate flex scale, for example, 10 fp less per position and demand level compared to other positions.

Also, very high demand should be another 10 fp +/- less than high demand.
Edited by Lurchy on Dec 30, 2013 14:04:31
 
Lurchy
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Originally posted by Monty Burns
interesting thought....maybe a season to season rolling adjustment of some kind to balance out position demand? Don't think this would be possible in season though, for many reasons....


It depends on the equation for determining the demand levels, but I assume they are dynamic and change throughout the season. This would be no different, very easy to implement.
 
Corndog
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Gets pretty confusing regards superstar points.
 


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