If only either of us had bought them (we were too busy saving to replace key players)

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If coaches don't think they're worth it, then they don't buy them, simple as that.Carnis wrote:Has any1 done the statistics for these guys? They are horrible. Something like 3 games out of 4 you are better off having a reroll instead.. We had a mathematician prove it, they value significantly less than a reroll on an average 2-1 grind. In a 5-4 score game they *might* make a difference. That's why it could be better to just remove them from coaching staff & have them as inducement only..
See, I think context makes a big difference here. In a league where a team that gets clobbered really bad doesn't have time to recover, a mechanism to give underdog teams a push sounds like quite a good idea.gandresch wrote:The other inducements, like 1d3 extra winnings or an extra mvp are just kind of powergaming, sorry to say that. A team earns more money, if they win, but 1d3 is bit hard. As a loser you can still win 100k this way in one game. The extra mvp isn't worth 100k. Buy a reroll instead, do some nice blocks or some passes instead of the mvp. The mvp should always be one player per team and not a hord of bribing reserve players.
Again, it's heavily format-dependent. In a perpetual league, you're absolutely correct, and no major fixes are warranted. In a short-medium fixed-format league (10-16 games), while a disastrous game 1 doesn't guarantee a disastrous season, it does force the team into persistent damage-control mode.Grumbledook wrote:lower coaches can catch up, it depends on the inducements they take