Page 7 of 8

Posted: Sat Apr 16, 2005 8:04 am
by Darkson
If injuries are going to last more than 1 game (which I'd have no problem with) then we need to introduce benchwarmers back into the mix - I think a team will need more than 16 players.

Posted: Sat Apr 16, 2005 8:37 am
by Dark Lord (retired)
I'd agree with that. Hell if possible I'd like to see a system that has no player limit.

Hell if it was possible I'd like to see each player on a team generated by either a point system (preferred) or a dice roll up.

It would eliminate positions as we know them and allow a coach to design a team as he saw fit. All catchers if he were crazy enough.

It be cool to see a system where star player points were eliminated altogether. I'd like to see each team start with a certain amount of "credits", then they use those credits to purchase stat points, skills, rerolls, etc. then game winnings are received in these "credits" and can be distrubuted for more stat points, skills, rerolls, etc but also must be used to pay medical bills, salaries, lawsuits, merchandicing, bribes and whatever other crazy thing. Not only does this open up choices to the coach but also ties several elements of the game to one anchor point that can be tweaked easily.

By adjusting winnings and start up allowance one could control several factors of the game mechanics all at once.
Complexity with simple controls if you know what I mean.

Posted: Sat Apr 16, 2005 9:25 am
by Vero
Dark Lord wrote:Hell if it was possible I'd like to see each player on a team generated by either a point system (preferred) or a dice roll up.

It would eliminate positions as we know them and allow a coach to design a team as he saw fit. All catchers if he were crazy enough.
A point system or dice roll has a flaw: Powergaming (=Minmaxing) and rerolling until happy with the results.

Though, I'd love to see positional limits taken off and made the roster balanced otherways. Like making those positionals even more expensive so one can have a team full of catchers (or blitzers) but would have to pay greatly for that. A simple system to achieve this is to make positionals more expensive the more one got them: When hiring a positional player count the number of positional players of the same type you got and add 10k for every of them to the player's cost. Change the cost of the other positionals to the cost too. For example, a human team which has three blitzers with base prize of 80k hires a new one. Having three blitzers makes a player cost of 80k+2*10k=100k and hiring one more makes the cost 110k for every blitzer. Linos of course would not have this rule.

Posted: Sat Apr 16, 2005 10:02 am
by Dark Lord (retired)
I don't care if the game I'm designing is open to power gaming.

I don't see it as a flaw.


The best way to get rid of powergamers is to make the rules deep, complex and involved. They get bored in that environment. You know reading and all.

Trying to make a game flower of an undescript sort proof just takes the fun away from the non assholes. Maybe JJ will see this and maybe he won't. But either way that's the aim of the Vault and not this game.

Posted: Mon Apr 18, 2005 12:35 am
by DesTroy
Dark Lord wrote:I'd agree with that. Hell if possible I'd like to see a system that has no player limit.
OK, so how about a system where your roster can have as many players as you can afford, but only be able to dress a certain number for each match? Couple that with an expanded Injury Table that provides for multi-game injuries (say, for example, each type of injury would be a d6 plus or minus a set number of games missed) and you could have something workable there.

Posted: Mon Apr 18, 2005 12:45 pm
by Ziggi Abschuss
Nazgit wrote:As mentioned in the General Chat forum, I think an expanded Injury Table, allowing players to contract Bonehead, Really Stupid etc. would be desriable. :)
We have had that house ruled for the 2nd season now. Last season our SI table was:
51 Foul Appearance
52 Frenzy
53 Thick Skull
54 Bonehead
55 Wild Animal
56 Really Stupid

we thought that adding "advantageous" skills would spice up the table, but after some bizzarre dice throwing one lizzie team had 3 FA skinks and we just had to change that to:
51-52 Bonehead
53-54 Wild Animal
55-56 Really Stupid

Apart from that, its been fun. Our league now has a bonehead witch elf :o :D

Ziggi

Posted: Mon Apr 18, 2005 4:56 pm
by Azurus
I like the idea of points-based players, but think it should be limited to positionals only, I'd like to keep a solid 'lineman' base for each race. I a coach could choose every player's stats, it's probable they'll all be specialists.

Buying your advancements is interesting too, but it would require a much better (fairer and less random) system of generating winnings than we have now. Presumably each successive advancement on the same player would have a 'skill tax' for each previous skill, to encourage coaches to develop their team rather than their players. I'd like a different 'shopping list' for each race, too, to achieve a similar effect to current skill access.

You'd also have to avoid the situation we have now where the high-AV teams have more money to spend freely than the more fragile races due to less replacement costs. Dark Lords idea of paying salaries out of the same cash pool might fix this (more players = bigger payout each game).

'No max player limit', I also like, though I'm against the idea of no positional limits. Perhaps a limit of 'positionals on field' would work instead though.

We really need to start agreeing on some things. Without some kind of base to work from, all these ideas will never make it to being 'proposals' and nobody will be quite sure what anyone else is talking about.

I think the first thing we need is to find a system (or set of systems) for rolling actions. To this end, I'm going to post a new topic to discuss just this subject.

Posted: Wed Apr 20, 2005 9:12 pm
by Mad Jackal
Dark Lord.

Check your pm.

(I 'll try and copy Darkson too.)

I sent over a preliminary rundown of how a buddy of mine and I proposed to re-work the "you move all pieces and I move all pieces" turn sequence.

I figured I 'd do it that way as we never were able to test it. -And the description/ schematics will need cleaned up before presentation to the "masses" for comment review.

Posted: Wed Apr 20, 2005 10:15 pm
by Dark Lord (retired)
I forwarded it to PH sicne I think he was the one who brought up the cards for movement idea.

Personally, I like it; it's sort of like a playbook. Fits the feeling of the game and does something about the whole team moves.

Posted: Fri Apr 22, 2005 5:07 am
by Azurus
I just reread Torgs move/sprint idea, and thought of something to add to it. So here goes -

The player's move action is split into a 'Move' and a 'Sprint', during which the player may move a number of squares equal to the corresponding stat.

'Move' - During the move, the player acts as normal and can take actions/dodge as normal.

'Sprint' - The player may only move, and may not take any action or dodge.

Now, for the important bit:-

During the player's 'Sprint' action, up to two 'Go for it!' actions may be taken. In order to take the action, the player must pass a 'Cool' check. (or nerve, leadership, fixed roll, whatever). Each successful GFI allows the player to do one of the following:-

- Attempt an action during the Sprint (such as pick up the ball, pass, dodge)
- Perform a block during the Sprint if using a blitz action.
- Add one to the player's Sprint value for this action, effectively allowing them to sprint an extra square. (Current GFI)

Not sure if that's something like what Torg was going for, but I like the risk involved in taking actions during the sprint, and the tradeoff of an action for an extra square. Also, if we link it to one of the player's stats (such as the old 'Cool') we can have player type who are good under pressure, or who go to pieces in a tough situation. (So basically, I like the fluff possibilities)

(Also, I'm assuming the move sprint would be split into something like 4/2 for a current MA6 player)

Posted: Thu Dec 11, 2008 3:49 pm
by Mephisto
I think we could cast a resurrection on this thread as we were discussing the same in the General Forum. :wink:

Re: Expert BB-moved from vault

Posted: Sat Oct 31, 2015 2:52 pm
by bruce888
What if strength was ranged between 1-8 and you received two dice only if you are 2 points stronger than the opponent?

Re: Expert BB-moved from vault

Posted: Sat Oct 31, 2015 3:14 pm
by lunchmoney
Image

Re: Expert BB-moved from vault

Posted: Sat Oct 31, 2015 10:05 pm
by GJK
What about a league where you could use a program that would spit out gobs of random players using the "new player creation" algorithm that I've seen here and elsewhere and each coach is given those lists and a draft system is set up and teams are drafted. They could be mixed race or whatever. Players can be traded as can draft picks for following seasons. Players skill up based on their performance on the field and not a random MVP roll. A salary cap for the league could be introduced so that as seasons go by and players skill up (and their salary demands increase), the cap would keep a balance amongst the teams.

And people that weren't a coach in the league could set up fantasy-fantasy football drafts and play real "fantasy" football along with the real players and coaches. And it could become a multi-million dollar online gambling website.... :D

Re: Expert BB-moved from vault

Posted: Sun Nov 01, 2015 11:50 am
by Bakunin
GJK wrote: And people that weren't a coach in the league could set up fantasy-fantasy football drafts and play real "fantasy" football along with the real players and coaches. And it could become a multi-million dollar online gambling website.... :D
+1 :orc: