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Xars
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Originally posted by Xars
Idea #1

Let people buy a Legends team in a Legends league that drafts Legend players, even retired ones.

This way people could learn Offense and Defensive Game planning and Tactics.

RETIRED LEGENDS DRAFT LEAGUE.

That would be a good starting point.

Idea #2

Give player Salary some type of benefit to the Agent. Example: FLEX return is based on Player Salary.

This way Teams would compete to offer market rates for S* and the like. The current Salary structure encourages the 14 S* type teams.

Allow teams to bid up S* salaries (and non-S* too) with an Agent benefit for putting your player on the team offering more Salary.


 
Supermike0716
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Originally posted by Xars
Originally posted by Xars

Idea #1

Let people buy a Legends team in a Legends league that drafts Legend players, even retired ones.

This way people could learn Offense and Defensive Game planning and Tactics.

RETIRED LEGENDS DRAFT LEAGUE.

That would be a good starting point.

Idea #2

Give player Salary some type of benefit to the Agent. Example: FLEX return is based on Player Salary.

This way Teams would compete to offer market rates for S* and the like. The current Salary structure encourages the 14 S* type teams.

Allow teams to bid up S* salaries (and non-S* too) with an Agent benefit for putting your player on the team offering more Salary.




I like the 2nd idea and there is a senior league which is kinda like a legends league

http://glb2.warriorgeneral.com/game/league/104

 
DeeVee8
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Originally posted by Supermike0716
I like the 2nd idea and there is a senior league which is kinda like a legends league

http://glb2.warriorgeneral.com/game/league/104



They are the same thing. Senior League is a league for players that go Legend.
 
AirMcMVP
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Originally posted by Xars
Idea #2

Give player Salary some type of benefit to the Agent. Example: FLEX return is based on Player Salary.

This way Teams would compete to offer market rates for S* and the like. The current Salary structure encourages the 14 S* type teams.

Allow teams to bid up S* salaries (and non-S* too) with an Agent benefit for putting your player on the team offering more Salary.


My initial thought is that this could lead to nefarious manipulation. I can't come up with an example off the top of my head, but I see exploitation from day 1.
 
Xars
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Originally posted by AirMcMVP

My initial thought is that this could lead to nefarious manipulation. I can't come up with an example off the top of my head, but I see exploitation from day 1.


Absolutely. My example is just something I thought of at the time of writing. The key is to somehow make the Agent care about the Player's Salary level.

Otherwise, the only way to truly discourage the 14 S* teams is to have injuries that are multi-game in length.

Perhaps they should use the Chemistry code as the "injury" tracker. If your player gets injured, they take a hit to Chemistry, which would be renamed to "Player Health". This way there would be some degradation of S* Player skill values on teams without depth and teams with depth would just use the healthy player more.

Or perhaps Chemistry/Player Health affected Energy Recovery after each play so that S* with 95+ Conditioning wouldn't recover as much Energy, leading to more skill value degradation during the game.

Players wouldn't miss games, but they would be less effective. That's probably as far as the community would let Bort/Cdog go.


Edited by Xars on Aug 10, 2017 20:00:06
 
Node
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Just throwing something out there that I just thought of, what if there was a deduction to the S*'s max chemistry on a team, based on the number of other S*s on the team? I'd consider it like an "ego penalty" for having so many S*s. You could increase the penalty for the 11th S* vs the 3rd or 4th one.
Edited by gswarriors1123 on Aug 10, 2017 22:47:41
 
Nematoad
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Agree. Injuries would promote the need for depth, which would solve the S* issue.
 
Sov.
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Originally posted by AirMcMVP

My initial thought is that this could lead to nefarious manipulation. I can't come up with an example off the top of my head, but I see exploitation from day 1.


oh yeah that is just a disaster, teams could essentially lock the S* players they want on their team while other teams have to fight for S* free agents so the organized team gets their S* at minimum contract while the un-organized team who's already at a disadvantage gets theirs at a much higher price tag.

if you flip it around where every s* has to join a "free agent" pool, you will kill the game because people will have their s* player going to whatever random team instead of the team they want to play on. just not a good idea all around.

im cool with a draft legends league tho

Originally posted by gswarriors1123
Just throwing something out there that I just thought of, what if there was a deduction to the S*'s max chemistry on a team, based on the number of other S*s on the team? I'd consider it like an "ego penalty" for having so many S*s. You could increase the penalty for the 11th S* vs the 3rd or 4th one.


better idea but not functional, it would have to effect all of the superstars or the team as a whole. in any case BSB's roster shows when you have 14 s* chem doesnt really make a huge factor anyway.

the easiest solution is just make a firm cap on s*. lets say max of 10 per team, then you would have to be smart about which s* you pick to maximize their salary and effectiveness. plus even most can teams have 4-5 s* players so while 10 is still near double, its alot less of a gap than triple lol.
Edited by Sov. on Aug 11, 2017 15:55:01
 
bhall43
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Bsb will hurt down the road a bit in some aspects. But they do have it prioritized pretty nicely.

I agree with sov. The idea that superstars look for huge paydays is exactly the direction that xars is championing to get away from.

 
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Originally posted by Sov.
better idea but not functional, it would have to effect all of the superstars or the team as a whole. in any case BSB's roster shows when you have 14 s* chem doesnt really make a huge factor anyway.


Yeah after thinking about it I'd say bringing down the entire teams max chemistry based on the number of S*s would be a more impactful solution, but I'm not familiar enough with GLB2 yet to understand how much of an impact chemistry really has.

 
Corndog
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Originally posted by Xars
Or perhaps Chemistry/Player Health affected Energy Recovery after each play so that S* with 95+ Conditioning wouldn't recover as much Energy, leading to more skill value degradation during the game.


Hmm. Seems like it could be interesting to have Chemistry and Health be two opposing forces when managing players on a team.

Something like, playing less than 66% of plays a game lowers your chemistry gains (up to a penalty below 33%), while player health is the opposite, anything anything more than 33% of plays a game diminishes your health gains, and more than 66% results in a penalty.

Might kind of give an incentive to have a deeper roster with more team management during the season?
 
Detroit Leos
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Originally posted by Corndog
Hmm. Seems like it could be interesting to have Chemistry and Health be two opposing forces when managing players on a team.

Something like, playing less than 66% of plays a game lowers your chemistry gains (up to a penalty below 33%), while player health is the opposite, anything anything more than 33% of plays a game diminishes your health gains, and more than 66% results in a penalty.

Might kind of give an incentive to have a deeper roster with more team management during the season?


So if I am understanding this concept correctly, Chemistry can go up or down after any given game deoending on snap counts and energy recovery speed (health) can go up or down the following game depending on snap counts as well. That could actually be a really cool system.

If something like that is implemented, I would suggest that substitution frequencies be looked over with the change. It would be important for "frequent" subs to actually occur frequently and sometimes subs to occur sometimes instead of never for high conditioning players.

Not sure if I fully understand the concept but at face value it sounds interesting despite the fact that it would lilely cripple my team at a time when finding players on the marlet is difficult.
 
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How would you handle things like quarterback, center and fullback, where most teams only have 1 player for that position? You would likely have to increase the salary cap or something to fit more players.
 
bhall43
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Originally posted by Corndog
Hmm. Seems like it could be interesting to have Chemistry and Health be two opposing forces when managing players on a team.

Something like, playing less than 66% of plays a game lowers your chemistry gains (up to a penalty below 33%), while player health is the opposite, anything anything more than 33% of plays a game diminishes your health gains, and more than 66% results in a penalty.

Might kind of give an incentive to have a deeper roster with more team management during the season?


Wait what? Don't tie playing time to chemistry. That's just idiotic. If you are gonna implement a health system you will need to seriously increase the chem gains per game.
 
BoDiddley
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To encourage people to have more depth, all you really need to do is make the rate of conditioning loss much higher, and the rate of recovery higher. That would force teams to have depth or be tired all game long(since players are getting no/little rest). By also having high recovery, teams that do have depth are rewarded.
 
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