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I didn't stop thinking about this thing after the last thread, and here's what I've been thinking lately:
Zombies system in the Oberwald supplement seemed nice, better than the current at least.
However, my new take is based on the concept of separating cost and value, and I promise you:
-Easier TR calculations AND
-A more comprehensible Team Roster Sheet AND
-A more accurate TR system!
Calculating TR with gold pieces is (for some people) a difficult job as they have to add up really big numbers and then divide by 10000. Then you have to count the SPP's and divide by five... needless exceptions if you ask me!
If we give everything in a team a certain points value, then you just have to add up those numbers - no divisions or multiplications required!
The points value for the players is to some extent based on the familiar concept from warhammer and the like (for example: Warriors 9pts (+1 hand weapons, +1 shields)).
So:
1.When you hire a player, you don't mark up how much he costed: that's really redundant information as its available from the team list. Instead you mark up the players points value. You still pay his normal price.
And the good part: the players point value does not necessarily have to be connected with his price! For example a dark elf lineman is certainly more than 7 points worth in a Chaos Pact team, whereas he's just linefodder in the Dark Elf team and perhaps worth the 7 points.
And this would complete my aim that even though every rookie team costs 1000k gold pieces, not everyone would start with a TR of 100. Needless to say, that because of the income mechanic of the game, the difference at this point shouldn't be too great in order to sustain team balance in the long run.
And naturally, the players point value changes as he gets skills and lowers when he gets injuries, just like in Zombies system. As a difference however, some skills should be worth more than one point. Perhaps so that traits and off-category skills are worth 2 points, and attribute increases depending on the player. "Jervis Player Cost Secret Formula" could be used also, but it could be too tiresome to use for most people, the reason why I went for a simple base points+skills&increases-injuries -system
Also, cheerleaders and assistant coaches are worth 1 point each, apothecary 5 points, and the rerolls are from 4-9 points, depending on the team (I think the current values are pretty good) - but for example for the Pact teams the TRR's should be worth even more, even though there's no point increasing the cost from there.
So all in all, the only place you'd have gold pieces mentioned in the team roster is the treasury! All other markings simply tell how many points of TR does it give.
Other things:
-Missing players point value is deducted from the TR for calculating the handicap
-Treasury is not counted It's just potential. If you want to somehow incorporate the safety it gives for the team, then just note beside the team rating that the teams financial situation is bad/good/excellent)
-Freebooted players are counted for their entire point value.
-Star players are also given points value that they add to the team for the game they're freebooted for. As some of them are available to many races, they should have different points values for different teams, depending on whether they fill up certain gaping holes in the teams lineup.
This is the concept. The point values have to be decided, but I wanted to know how you like the concept before I start devising long lists of point values...
This is simpler than the current system! It's also more accurate (to describe the teams ability to compete in the next game)! You gotta love it
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