My job (at least for the last month) is baby-sitting a server that hasn't broken. Thus plenty of time for analysis.GalakStarscraper wrote:The other issue I've seen posted is that Regeneration gets better under this plan.
Now this is one I have to chuckle at because I don't know how many threads I've seen bemoaning 4+ Regeneration (asking that it be dropped to 3+) or that Ghouls and Werewolves should have apothecaries.
I'm inclinced to believe that this effect won't be particularly noticed. Regeneration is still a poor man's apothecary. If the Undead team starts to pull slighly ahead, the Tiered handicap system gives extra handicaps ever 10 points, so its built in to combat this.
This is one of the points that would really need playtested, but looking over the FUMBBL data ... Undead, Khemri, and Necro teams are not really posting high TRs. Only two have broken the 300 TR mark with 343 and 311 out of the 34 teams that have broken TR 300 there. So for these teams they'd still be dealing with a better handicap table and fiercer niggle penalties (these 2 TR 300+ Undead teams have 13!!! Niggles between the two of them) ... so my gut says the data shows that the Regen teams would struggle just as much as the other teams still to climb up the ladder.
Data is a wonderful thing if you take the time to shift through it. But my job is data shifting so I don't mind.
Galak
For the Undead thing, I was thinking about that last night. As mentioned, not having to freeboot the Apoth and relying on Regen is slightly less of a draq then the other teams but as mentioned there are other parts to this package that combat this. Also to be noted, is that at early development Undead are very slightly weakened by other's addition. Teams that have an Apoth their first game for 10K and more money overall until their 5th means they can advance slightly faster- and more reliably. I also think this rule benefits teams like Elves and Chaos and their more expensive players for the same reason but doubt the effect is significant enough to casue a balance issue.
Still not 100% on the neg cash = TR thing. The ability to horde cash in advance could actually makes things worse on a coach as the impact of the rule is delayed until far more severe. I love the idea of this mechnic but would like to avoid the possiblity of an total spiral if it was possible. Frankly my beloved Undead team points toward this being necessary but in a perfect world I would like to see numbers on what happens without the TR compoent.