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More help for the Underdog to "catch up".

Posted: Tue Apr 24, 2007 12:39 pm
by Aliboon
At the moment the inducement rules give the underdog a reasonable amount of help to "even-up" the game. Problem is it is just for the game you play.

If anything, hiring those stars and mercs actually hinders the long-term developement of the team as they are likely to get SPPs (who are you more likely to blitz with, a MB, Block Star, or a regular player?) and are able to pick up the MVP, thus depriving the standing team members.

Back in 3rd edition, the Random Event cards used to help the development of the team (extra money, half priced rerolls etc), now there is no mechanism that will help the lower TV teams "catch-up".

I reckon that MVPs should only be awarded to non-induced players (I know this is an optional rule) and that there should be some financial inducement for the lower TV teams to play-either a bonus on the team winnings table, or a special card deck only available to the underdog which could bring in extra cash, provide new players at half price etc.

This would then help the lower team get nearer to the higher team and would lessen the need for inducements in the future.

What do yous reckon?

Posted: Tue Apr 24, 2007 12:51 pm
by voyagers_uk
One of the first rules we opted for in my league was the award MVP to coaches choice.

this prevents it going to a merc or someone who died.


as for the rest, I seriously think it is unneccessary, some teams take a while to reach a decent level. but they do reach it with time and attention :roll:

Posted: Tue Apr 24, 2007 1:00 pm
by fen
Honestly, as an underdog I wouldn't want more cash. Imo it's not cash that helps you catch up. It's SPPs and skills.

So I guess if I was going to create some sort of catch up system it would be additional MVPs.
TV Gap 25 - 49 = 1 bonus MVP
TV Gap 50 - 74 = 2 bonus MVPs
TV Gap 75+ = 3 bonus MVPs
(MVPs may not be assigned to the same player, and additional MVPs are always assigned randomly even if you can choose the target for MVPs normally. Hard cheese if they go to a Star Player or a Dead man...)

But I'd remove this for any team with a TV over 150 as they should have caught up enough by then.

Posted: Tue Apr 24, 2007 1:48 pm
by wesleytj
voyagers_uk wrote:One of the first rules we opted for in my league was the award MVP to coaches choice.
The problem with that is that you'll get people with tons of SPP and others with none. The MVP is designed to recognize the lineman that didn't do anything all game that earned SPP but that still contributed. The randomness is an important element in that.

But I guess as long as it works for your league... :)

Posted: Tue Apr 24, 2007 1:50 pm
by Mootaz
wesleytj wrote:
voyagers_uk wrote:One of the first rules we opted for in my league was the award MVP to coaches choice.
The problem with that is that you'll get people with tons of SPP and others with none. The MVP is designed to recognize the lineman that didn't do anything all game that earned SPP but that still contributed. The randomness is an important element in that.

But I guess as long as it works for your league... :)
I'd be more concerned for the opponents of all these Saurus and Black Orcs that very quickly get their first skill...

Posted: Tue Apr 24, 2007 1:55 pm
by voyagers_uk
wesleytj wrote:
voyagers_uk wrote:One of the first rules we opted for in my league was the award MVP to coaches choice.
The problem with that is that you'll get people with tons of SPP and others with none. The MVP is designed to recognize the lineman that didn't do anything all game that earned SPP but that still contributed. The randomness is an important element in that.

But I guess as long as it works for your league... :)
In actuality it seems that coaches are using it to skill players up to their initial skill as Dook says we get some work on the players who take longest to reach skill #1, Although I am still avoiding giving MVP's to my Snow Troll and focussing more on the linemen.

We always found that MVP's are like miserable people, if you have one or two you tend to attract more, one guy might pick up every MVP for your first 5 games.

Posted: Tue Apr 24, 2007 2:02 pm
by bouncergriim
my league allows the underdog to purchase a merc after the game if the merc earn SPPs or was induced with a skill (only one skill per merc is allowed). This was an underdog can buy a player they need, but they have to have the cash after being the underdog.

We also track mercs and journeymen so that they can be hired at the end of the season or after a game where they were first induced. It can unfortuantely make quick blocking sauri and black orcs, but it allows the lower teams to become equals more quickly.

Maybe next season I will suggest that we only allow it for teams under 150 in team value so it is not abused by uber teams with excess cash.

Posted: Tue Apr 24, 2007 2:29 pm
by Aliboon
It would be good to see some sort of mechanism to give more SPPs-extra MVPs could be one, or you could possibly double the amount of SPPs for comps, CASs, TDs if the gap is large enough (double the TV?).

2nd option wouldn't happen often, but would certainly be an inducement to make novice teams play much better ones. And it sort of makes sense-it's harder to do things against good teams.

More cash really depends on what team you are playing with-Dwarves would never need it, but a high cost/high replacement team like Woodelves would find it useful.

Posted: Tue Apr 24, 2007 3:38 pm
by Aliboon
I like the idea of being able to hire mercs full time, although at what cost do you do it? And if they come with an extra skill, you must presume they've got to 6 SPPs already?

It makes it fairer to teams with crappy linemen-I mean a dwarf can decide to permanently hire a 70k journeyman if he gets the MVP, whereas a CD team might hire exactly the same player (stat wise) for a game, but wouldn't have the option of hiring him fulltime if he got the MVP as it stands at the moment.

Posted: Tue Apr 24, 2007 4:01 pm
by bouncergriim
If they are induced you get to buy them at regular price but the are worth value with skill. Example merc human lineman with block induced for 110,000 (we have the rule mercs are cost +30 +30 for one skill). After the game you want to keep him, he starts with 6spps and only cost 50,000, but adds 70,000 TV.

It can be abused, but I see it as a good thing to help underdeveloped teams catch up quickly and they now have even longer (more spp) before their next skill and since they are mercs they can only get skills normally available to them so you forgo the possibility of a double skill or stat increase.