PLAYER MANAGER LEAGUE: 4/12/2012 02:28:46 |
devilnis
Level 11
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Franchise tag HHH!
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PLAYER MANAGER LEAGUE: 4/12/2012 02:56:33 |
Turing
Level 46
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I haven't noticed this anywhere in the thread, but what about connecting this system to normal tournament play. That would allow a way to collect a wide array of results from players, without bogging people too much down in RR games.
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PLAYER MANAGER LEAGUE: 4/12/2012 03:28:40 |
[REGL] Pooh
Level 62
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Player Please
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PLAYER MANAGER LEAGUE: 4/12/2012 03:34:51 |
DeмoZ
Level 56
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I'd love to put my self in as a manager.
I'd play too, but I'm not that great under pressure.
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PLAYER MANAGER LEAGUE: 4/12/2012 03:46:01 |
BishesUpInErr (AHoL)
Level 4
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To avoid too much stockpiling of great players under one manager, you can introduce player salary. So when buying a player, there are two prices: there's the one-time cost of the player himself and some sort of timely (maybe weekly or monthly) salary the player receives. The idea for this isn't so players actually receive something, it's more so that better players will have a higher salary so managers of better players will constantly lose more currency than managers with worse players.
I'm not sure if this idea was a given in the initial description, but just throwing it out there.
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PLAYER MANAGER LEAGUE: 4/12/2012 04:26:25 |
DeмoZ
Level 56
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Or just give a salary cap type thing. Managers can only have teams composed of X credits or less.
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PLAYER MANAGER LEAGUE: 4/12/2012 04:55:53 |
Yeon
Level 61
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A suggestion for team managing rules:
At the start of every round/season, each manager has a specific sum of warlight money, and bids on each player they want to bid on. A minimum bid would be one coin, and each could start with 10-100 coins, depending on how big teams you want. Later, new players can join when they want to, and managers can bid on the new players with their cash (or trade amongst themselves).
After a pre-determined number of games, the round/season ends and a final standings is generated. For the next round/season, either everyone starts on equal footing, or there is a few extra coins in it for those who played in the previous season (say 1 coin for participating, 2 for bronze, 3 for silver and 5 for gold). A big coin difference would lead to a big differece in team strength, and I don't think that's desirable unless there are multiple divisions with promotion/relegation.
One of the points would be for all players to be re-available for auction at the end of every season. Then players can read some accomplishment into the bids offered to keep/get them.
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PLAYER MANAGER LEAGUE: 4/12/2012 07:36:12 |
Sewerrat
Level 3
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i will join as a player
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PLAYER MANAGER LEAGUE: 4/12/2012 07:40:38 |
Guiguzi
Level 58
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manager.
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PLAYER MANAGER LEAGUE: 4/12/2012 07:45:08 |
Guiguzi
Level 58
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or player, if there are too many managers.
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PLAYER MANAGER LEAGUE: 4/12/2012 11:26:20 |
The Duke of Ben
Level 55
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I did some more thinking about how to make this work, and I've got an idea that could make this more interesting than just picking the best players you can afford.
Bishes suggested salaries, which I think is fundamental. Untimately, a working game economy will have to have the same total number of war coins going in as coming out, to provide incentive to win, but also to limit the total number of coins available and make it more competitive. My suggestion would be to make each game worth the total salary value of all players combined, and to pay each player their assigned value for playing in that game. Let's look at an example:
Team A has a 4 and two 3s, for a total salary cost of 10. Team B has two 4s and a 2, for a total salary of 10 as well. The game is worth 20 points to the winning team, and each manager pays the 10 salary whether they win or lose. The winning manager will thereby gain 10 to offset future losses.
In this manner, an incredibly cheap team has an innate advantage of not costing very much. This system will require extremely good evaluations of player skill, so that someone who wins every game doesn't ever get marked as a 1, or whatever. I would even suggest that a formula be set up so that teams/players who win beyond a certain ratio continue to cost more, above the 4 we have been talking about so far.
Furthermore, it would probably be best to implement a salary cap for teams, such that a team of all top rated players is not possible. It would then be up to the managers if they wanted two really good players and a dead spot player, or a well-balanced team.
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PLAYER MANAGER LEAGUE: 4/12/2012 11:43:50 |
[V.I.W] recruiting time! Join us !
Level 65
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im your top notch undergod, mr. manager.
- specialized in 1600 and long term tactics
- sell n buy conselor
- used to play in team B
- great in makin pizza and cocktails
- ornithology
- no anal sex
YOU WANT ME
(not naked)
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PLAYER MANAGER LEAGUE: 4/12/2012 11:46:33 |
Guiguzi
Level 58
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3v3 winning % (as a whole number) ÷ 2 = salary?
eg, guy with 3v3 winning % of 50% gets a salary of 2.5.
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PLAYER MANAGER LEAGUE: 4/12/2012 11:48:18 |
Guiguzi
Level 58
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20*
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