Right, I'm posting this here because Ian would like to see this idea expanded.
I would also point out these ideas are pretty much off the top of my head, and not thought out in any great detail so could have serious repercussions on game balance.
http://www.talkbloodbowl.com/phpBB2/vie ... highlight=
after giving it a little more thought what I'm proposing is that a starting team buys it's roster as normal and is then giving 4 rookie players for free. These players can be from any position. After any game a rookie can be swapped for a player of the same position and placed in the 1st team. Please note, if you only have 13 1st team players you cannot use 3 rookies to fill the remaining spots.
Rookies satrt on -10 (yes, minus 10) SPP and cannot use TRR. They do however get access to skill relevent for their position. Once they get to 0 SPP they can use TRR and gain skills as normal.
If you put a rookie in the 1st team calculate TR as normal (ie you will get -2 for the rookies 1st game as they reduce your SPP total by 10).
If at any time a rookie is killed or retired you get a replacement rookie free as above. A retiring rookie cannot become an Asst. coach (they don't know enough).
This would allow a coach to "blood" (no pun intended) his youngsters in games he thought he can easily win, preaps giving a less experienced team a chance.
The only other thing I thought of considering was taking a skill/stat (at random) from the rookie which they would gain at SPP 0 (sort of a 1st skill thing).
What does anyone else think?
Rookies and Benchwarmers
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How about instead of getting rookies for free, you can buy them for say 20k less than the normal cost of the position. I'd also be tempted to only permit linemen as well - to stop the "cheap" War Dancer who'll get to 10 SPPs fairly quickly if you want.
It would be an easy way for teams to recover numbers after a real hammering.
Ian
It would be an easy way for teams to recover numbers after a real hammering.
Ian
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Torg, I called them rookies because I couldn't think of another name. Call 'em Young Guns, reserves , whatever you like.
I think they could appeal to large team and small teams alike. Say its the last league game befre the semi's. Coach A has a team full of stars and players with skills, and is due to play Coach B who have had a poor season with few increases. Coach A might decide to playa couple of rookies/young guns to give them experience, and protect his stars. For a small team it offers them a chance to recover from a tanking. Imagine in a teams 1st or 2nd game they lose 4 players to deaths (unlikely I know, but it does happen - ask our Human coach). With the current rules, they will find it very difficult, if not impossible, to recover. With the ideas I propose at least they would have aa few more players.
ian, as for charging for them? As I said, it's all off the top of my head but if you guys with more sense of game balance think charging is the way o go, so be it.
One final thing. The decision to play bench warmers should be taken before rolling Niggling injuries.
I think they could appeal to large team and small teams alike. Say its the last league game befre the semi's. Coach A has a team full of stars and players with skills, and is due to play Coach B who have had a poor season with few increases. Coach A might decide to playa couple of rookies/young guns to give them experience, and protect his stars. For a small team it offers them a chance to recover from a tanking. Imagine in a teams 1st or 2nd game they lose 4 players to deaths (unlikely I know, but it does happen - ask our Human coach). With the current rules, they will find it very difficult, if not impossible, to recover. With the ideas I propose at least they would have aa few more players.
ian, as for charging for them? As I said, it's all off the top of my head but if you guys with more sense of game balance think charging is the way o go, so be it.
One final thing. The decision to play bench warmers should be taken before rolling Niggling injuries.
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Rookies/Young-Ins
I can see how this idea shows potential: just like the rookie Heroes in Mordheim.
Agreeing with both the -20k and 10 Experience, the rules could apply to special troops, like Blockers, Throwers, and Catchers.
Ex.
Small Gun Human Thrower
Cost: 50K
MA: 6
ST:3
AG: 3
AV: 8
Skills: Roll a D6: 1-3 Sure Hands; 4-6 Pass
Ideally, the younger guys only know some of their normal skills: they are just slightly better lineman with the POTENTIAL to learn different skills (In this example, Passing.) So when the Young'en gains ten MVPs, making a net of 0, he may gain a skill or stat just like anyone else. Ideally, he can learn a General Skill like 'Sure Hands' (assuming he had Pass) or learn the Passing Skill 'Pass' (assuming he only knew Sure Hands)
And the afore mentioned 'Can't use Team Rerolls' still applies till he reaches 0 MVPs. What say you guys?
Agreeing with both the -20k and 10 Experience, the rules could apply to special troops, like Blockers, Throwers, and Catchers.
Ex.
Small Gun Human Thrower
Cost: 50K
MA: 6
ST:3
AG: 3
AV: 8
Skills: Roll a D6: 1-3 Sure Hands; 4-6 Pass
Ideally, the younger guys only know some of their normal skills: they are just slightly better lineman with the POTENTIAL to learn different skills (In this example, Passing.) So when the Young'en gains ten MVPs, making a net of 0, he may gain a skill or stat just like anyone else. Ideally, he can learn a General Skill like 'Sure Hands' (assuming he had Pass) or learn the Passing Skill 'Pass' (assuming he only knew Sure Hands)
And the afore mentioned 'Can't use Team Rerolls' still applies till he reaches 0 MVPs. What say you guys?
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I think I should have mentioned that although I proposed the "young guns" came free (or using Ians proposal of -20k) you'd still put the full player cost on your roster (IE Human lineman - free or 30K - would still add 5 to your TR)
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