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PLAYER MANAGER LEAGUE: 4/13/2012 18:17:17


Ⓖ. Ⓐrun 
Level 57
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I don't like the whole wages thing
i think it should be that you engage in auctions, in cases of less wanted players, the price is lower, for ace players like ladder winners and the like, the price will obviously go higher, i've already said it in an early post bt i'd like to be a manager.
PLAYER MANAGER LEAGUE: 4/14/2012 10:54:39


{rp} General Mac 
Level 53
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For me the wages thing is a must - just my opinion

There would be a bidding war if 2 people want to buy the same player off a Manager

with the auction thing you mention would this be the only way to transfer money back and forth?
PLAYER MANAGER LEAGUE: 4/14/2012 11:51:08


Ⓖ. Ⓐrun 
Level 57
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Well what i thought was, you start with so much, say 100000 credits. You then bid on players, but bidding wars would eventually end because of your finite cash. You would see some teams with one ace player, then lots of cheap ones and more well rounded teams. I think this would be pretty interesting. I don't like the idea of salaries because it would overcomplicate.
PLAYER MANAGER LEAGUE: 4/14/2012 19:22:39


Gnullbegg 
Level 49
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I agree with Mac that player wages have to be implemented in some way or another. With an auction system the risk of a game-breaking imbalance is too high.
IMO you have to prevent the case of a manager just getting lucky with the initial rooster and subsequently dominating the whole game. With wages (and a salary cap maybe, but I'm not too familiar with this as we don't have it in Europe), things could balance out way more easily.
PLAYER MANAGER LEAGUE: 4/14/2012 19:42:36


{rp} General Mac 
Level 53
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Yes but once you have bought a good player there is no incentive to sell if you have a good team. what if you get a few good players that dont go high on the auctions. once you have your team thats it

with wages it brings the players into the "Management game" too. if they are doing well in a team they might think they are worth more wages and ask for more. if he doesnt get what he wants he may decide to move teams...thats of course if someone else wants him for the high wages?

i think this is the whole essence of the "Management" game. i think that just a basic auction would create a very static game with not much movement of players
PLAYER MANAGER LEAGUE: 4/14/2012 19:55:19


Gnullbegg 
Level 49
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Darn. Roster, not rooster. xD
PLAYER MANAGER LEAGUE: 4/14/2012 20:21:02

Hennns
Level 58
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Why don`t learn from soccer:

1. Managers can only Buy/sell players in some periodes (2 (?) times per sesson)
2. Instead of regular wages I suggest a one time bill, after the possebility for buying/selling players.
3. I think one of the most inportent things is a simple system, wich evreybody easlily can understand.
4. I think each mannager should have 1 team each. (simplest sulution)
5. A big problem is that sombody would need to use a lot of time to orgenaize this, even the simplest soulutions, and so far I don`thtink anybody would do that. (any vulenters)
PLAYER MANAGER LEAGUE: 4/14/2012 20:22:10

Hennns
Level 58
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Edit:
Forget the first line (why don`t learn from soccer)
PLAYER MANAGER LEAGUE: 4/14/2012 22:13:29


Turing
Level 46
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I like the idea, but would think we would need than 2 transfer periods. It could maybe be something like transfers the fisrt week of the month.
PLAYER MANAGER LEAGUE: 4/15/2012 00:13:13

req
Level 17
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if i can i will be a manager
PLAYER MANAGER LEAGUE: 4/15/2012 09:10:07

Hennns
Level 58
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@ CEBearsfan I assume you mean more than 2 transfer peiods.
And yeah that could work to, put it this way:

since we don`t know how loong each game least, I think it is better to have a transfer period before/after each tornament/set of games;)
PLAYER MANAGER LEAGUE: 4/15/2012 09:34:39


{rp} General Mac 
Level 53
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yea thats true. it would have to be before/after each season, because games wouldnt finish at the same time
PLAYER MANAGER LEAGUE: 4/15/2012 13:21:16

unknownsoldier 
Level 57
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ok, we had a discussion with myhandisonfire. we tried to fix the main ideas, but we still haven't finalised this. have a look at http://wiki.warlight.net/index.php/Manager_League, or read it below.

Manager League

Outline of Idea for a Manager League.

This is a quick outline of what we intend to do. refer to myhandisonfire who's original idea this is, or to unknownsoldier who is typing this. THIS IS NOT FINAL, we are making it up as we go along!


We want to try an initial 'beta' league to see if the idea works. The outline is below:

(1) 6 managers exist. they control squads of players whom they select. the squads play games in leagues.

(2) there are eg 2 leagues. a 1v1 and a 3v3 (other combinations are ok also, but we keep it small for now). every squad plays every other squad, via 3-team tourneys. there are thus 10 tourneys for each league. in a tourney, a team plays 2 games. thus a player who does a full season will play *20 games*. the tourneys take place in rounds - another round does not start until all games in the previous round have ended. games will usually be light fog or no fog, to allow other people to view the games.

(3) CASH. managers start with a pool of cash, eg $1000. they get cash as prizes for league finishing position, eg 1st=$1000 2nd=$800, 3rd=$700, 4th=$600, 5th=$500, 6th=$400. they pay their player's salaries (SALARIES could be either based on player's category, or as 10% or player's price, NOT YET DECIDED). they buy players at the start of the game, in an auction. they buy/sell players to each other during the league season, BETWEEN tourneys (during tourneys, players are of course fixed in a game, and so cannot change teams). players are sold IFF the 2 managers agree to the trade.

(4) at the end of the season, all players return to the pool of players (ie the manager no longer owns them).

(5) winning. there are several measures of success. for a manager: (1) final league positions in the 2 leagues. (2) how much money you have at the end of the season. for a player: (1) how many games did you win during the season. (2) how much was your price and your salary.

THE FOLLOWING WE HAVE NOT YET DECIDED ON. we dont want teams to consist only of the best WL players - we want to force managers to 'make do' with a mix of better and weaker players, and to strike a balance between buying star players, solid players, and weaker players. how do we do this?

myhandisonfire will assign a category to every candidate player, category 1-6. idea 1: managers will be restricted to 1 player from each category in their squad. idea 2: the pool of players will be reduced. 6 players from each category will be selected at random, and put into a pool. managers can buy any of these players.

(6) starting auction. managers submit a list of players they wish to buy, with the price they wish to pay. the organiser (who is the only person to see the lists) then assigns each player to their highest bidder, assuming that manager still has enough cash. this is done in rounds. we auction eg 12 players at a time, making for 2-3 auction rounds. the auction is likely to be very important to the game - bidding too much for players may cripple a manager, bidding too little may mean you get none of the good players. any unsold players at the end of the auction may be be picked up for free.

(7) wages. wages are either set by player category (eg $16 for cat1, $10 for cat2, etc). OR they are set at 10% of a player's price (with a minimum wage of eg $1). TO BE DECIDED. wages are paid at the start of every round, for every player on a manager's books.


POINTS OF DEBATE:

the method of limiting the number of top players in a squad.

the salary method, based on points or % of price.

the exact details of the starting auction - how many rounds to have.

the sizes of the cash prizes - we want to balance: (1) rewarding winners. (2) if cash carries over to next season, we don't want 1 team to get too rich, and always stay top of the pile).

other things that i haven't thought of.


THINGS TO BEAR IN MIND:

we want to limit the amount of work for organisers. communication methods will be wl chat, tourney creation, plus this wiki. calculations will be done by hand on a spreadsheet.

players and managers might quit WL whilst the tourney is in progress etc. we'd like to limit the candidates to 'reliable' people. also,we want to make the game reasonably fast (5-10 weeks :/) so that people stay involved.
PLAYER MANAGER LEAGUE: 4/15/2012 13:28:38


The 1e Orange
Level 24
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*I'd like to be a player.*
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PLAYER MANAGER LEAGUE: 4/15/2012 13:45:29


myhandisonfire 
Level 54
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only pineapples will be accepted as players
PLAYER MANAGER LEAGUE: 4/15/2012 17:05:20


NecessaryEagle 
Level 59
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well, I like the overall Idea, but not a lot of the rules, so I'm officially out. Good luck moving forward.
PLAYER MANAGER LEAGUE: 4/15/2012 17:13:07


myhandisonfire 
Level 54
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This is a beta and the rules are by no means final. There will be a lot of changes, it was meant as a basic overview.
My clarification is not meant to keep the wanderer from leaving town though, just to prevent misconsceptions.
PLAYER MANAGER LEAGUE: 4/15/2012 17:45:56


Guiguzi 
Level 58
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it looks like a credit card application lol.
PLAYER MANAGER LEAGUE: 4/16/2012 15:13:38


brisk • apex 
Level 58
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I would like to be a manager, but if there is no place I am not interested to be a player.
PLAYER MANAGER LEAGUE: 4/16/2012 15:18:50

unknownsoldier 
Level 57
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hi brisk - could you sign up in the manager recruitment thread please? thanks.
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