neoliminal wrote:Galak:
I've thought this through a bit more and some of your arguements are valid. What about this scenario:
I never, ever pay.
Now you've got a team that's pretty damn good (otherwise it would never have gotten to the negative winnings) and the coach doesn't care if the team lasts or not. He just wants to play a really tough team. So he never pays. He just keeps playing his team.
How many games could you go like that? A whole season? Two seasons? If you just ignore it, and eventually retire the team, how many games in uber status would you have?
A good question Neo. Every other question so far I've been able to fire off an immediate answer ... here I needed to ponder a bit. I've got a response, but I'm not sure it will address your question directly hope it will, and its a multipart answer.
After pouring over the records of teams with TR of 300+ in the FUMBBL league, my answer is I'm not sure. I think your question here gets at a fundamental point of trying to manage TR.
I think upper TR management is a package deal.
Currently we have this package for team management:
1 ) Aging
2 ) a very very weak handicap table
3 ) -1 to FF roll for every 10 worth of FF
FUMBBL data clearly shows that Aging with the FF mod by itself doesn't work to cap TR completely. Niggles are too easy to ignore. Without the threat of the Virus handicap ... FUMBBL teams have grown despite aging.
In the MBBL2, where I plan to test the Negative Winnings rule, the TR managment package will be:
1 ) A strong more focused handicap table
2 ) -1 to FF roll for every 10 worth of FF
3 ) The negative winnings rule
4 ) Niggle rolls are made before every half if a player is in Reserves
Okay why did I present this. Okay I think the heart of your question is can I allow my team to just continously have debt without worry. I really believe the answer to that is no. Eventually players get killed and you'll need to replace them to keep that "golden" team we are wondering if could be maintained.
Okay let's grab the serious beasts of FUMBBL and check them out:
Terrifying Anarchists of Naggaroth ... currently TR 605:
29 of their last 83 matches show 0 earnings which could easily have been negative. (83 games is the # of games they've played TR 250+)
They've purchased 6 players in those 83 matches
10 players have Niggling Injuries (for a total of 21 Niggles)
Their last 25 games have been played 100 TR points higher than their opponent.
Let's grab a different team from FUMBBL:
Skavenblight Squeakers, TR 306
5 of their 12 games after TR 250 have had 0 earnings
They purchase 2 players in those 12 games
6 players have Niggles
This is one of the reasons I don't like the No Injury Mod rule anymore by the way is it cuts even further down on CAS for teams. I've run the Bugman numbers over multiple scenarios ... it results in less CAS no matter how you slice it.
Okay what I'm trying to show with those 2 teams and I could pull out more is this. Players die or need replaced even with high TR teams. If you had ignored your debt load, you would have no ability to replace the players when they die or get SI'd beyond recognition.
So the reason I'm having trouble answering your question Neo is this. By itself I don't think this winnings rule is the answer.
I think the answer lies in a multi-part solution where every part matters:
1 ) The game either needs Aging with the threat of Virus handicap OR dropping aging with Niggle rolls every half or drive. (ie Niggles have to matter)
2 ) The game needs a handicap table that actually effects high TR teams. While I like the MBBL table for its simplicity. I LOVE Milo's CHUBB table for actually doing what a handicap table should do.
3 ) The games needs to manage FF growth. The -1 per 10 rule does this nicely already.
4 ) The game needs to allow on-field attrition. IE keep the current rules over no Injury mods (unless you can make it so the no injury mods produce the same CAS results)
5 ) The game needs to have this negative winnings mod to bundle the package all up.
Its the mixed package that I think will work and give JJ and the BBRC exactly what they are looking for. The advantage of the 5 items above ... its all simple stuff. Taking the current LRB rules you could put them in place with minor changes:
To change the LRB to work:
Add negative winnings rule and move to Milo's CHUBB handicap table
I honestly think its that easy.
Now for the MBBL2, since my coach's despise aging, I'm taking this route which again is a minor change from the LRB:
Drop aging, add negative winnings rule, use MBBL2 impactful handicap table, Niggles rolled before each half
Okay that's a lot of post. Let me summarize what all this was getting at:
With the negative winnings rule a team will only be able to ignore the rule if: Attrition is lower, handicaps don't matter, niggles don't have threat or punch
I honestly believe Neo that this negative winnings rule mixed with Milo's CHUBB handicap table (
http://www.chubbleague.com/chubb/handicap.html ) would make BB work. Whether aging needs dropped or not ... don't know. I don't think its needed with these 2 fixes, but all the polls show a 50/50 split on dropping aging from BB, so at this point, I don't care if its in the game or not. The FUMBBL league drives home to me that its impact really is neglible in my opinion (ie its not driving team management at all), so having it in is really just coloring in the icing. Its not the cake and its not even the icing.
Galak