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Forum > Suggestions > A better more logical and realistic Chemistry System
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yello1
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Talking about the other thread brought this to mind. Hear me out and think on it, help me improve or expand the concept.

Scrap the current chemistry system. The current notion of adding or losing players making a teams chemistry go up or down set amounts regardless of the player being changed is silly and arbitrary.

Try to make it more representative of what happens in "the game" we are simulating. In real ball, chemistry is not something that hurts teams usually (barring a Terrel Owens situation, but thats not what GLB chem is about). Its something that HELPS them. Make it more about having a solid core of long time players who are used to playing with each other and the coaches and knowing the teams system, and who can lead and teach the system to the new players who come and go on the fringes. There are a couple ways to do that. Here is one of them, the most simplest I can think of thats a little less up and down and much fairer, funner and real feeling.

Have team chemistry be based upon the average team longevity.

For every day a player is on a team, have him gain 1 Chemistry Point. When he leaves a team his chemistry is reduced to zero and it does not begin to accrue until he joins a new team.

The Teams chemistry over all is determined by adding the chemistry of all players in starting offensive and defensive positions only and dividing those scores by 22 for the over all team chemistry. For Offense you only add the O starters and divide by 11, same for the defense.

To determine starters, you would use the teams base defensive formation as set forth in their basic tactics (3-4 or 4-3) and their current depth chart settings.

The average figure determined in this manner becomes the team chemistry, capped at 100.

Kickers, Punters, Backups and special teamers are not factored into the team chemistry. These are the people being led by the starters, not dragging them down. They are the ones learning the ropes and gathering chemistry for when they become the starters.

In this way if your starters have been with the team on average roughly two seasons (112 days) your team chemistry should be 100. No matter how many back ups you let go or sign.

This would be so much more realistic and logical seeming than having every single player move effecting your teams effectiveness even for a day.

OPTIONS

- make the MLB or highest famed ILB, Nose Tackle, Center and Quarterback count double in the chemistry averaging for the team and their squad.

- Count back ups in the offense and defense but not kickers or pure special teamers.

- Have a players chemistry effect his individual play as well. If his chemistry is over a set amount give him a .1% improvement to play or checks per point over.

- Have a players squad leader's chemistry effect his play as well, so that if your Center is high chemistry it boosts the play of the O Linemen etc etc.
Edited by yello1 on Feb 2, 2012 10:42:42
 
bigtisme
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alindyl
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So basically you would give a massive benefit to teams that keep the same roster from rookie (farm teams, networks and the like) by giving them benefits of improved attributes, play, whatever by "checks" for points over the base chemisty. And those who have to recruit and improve their rosters each season get nothing. You do realize that even "starters" can need to be replaced when teams realize they are not as good as the next player they might pick up.

Also any time you add a new player, they will always be relegated to "backup" roles even if their player is superior to someone already on the team, or have a different build type.

And wouldn't this also cause more problems when basically creating a new separation between "starter" and "backup"? Now instead of being a mostly meaningless designation, you will be forcing people into those roles.

Chemistry may not seem "logical" to you, however it does make sense and is logical. I don't agree with this suggestion mainly because it doesn't add anything to the overall userbase. And any time someone does need to switch out players (ie end of plateau or new crop of players moves up) it destroys their team chemistry even more than it does now.

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TaySC
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Sounds to me like this would encourage the one agent teams more and punish the normal teams.....

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Chemistry doesn't hurt teams? lol

 
spartan822
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hatchman
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ron2288
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yello1
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Originally posted by alindyl
So basically ...

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you would give a massive benefit to teams that keep the same roster from rookie (farm teams, networks and the like) by giving them benefits of improved attributes, play, whatever by "checks" for points over the base chemisty. And those who have to recruit and improve their rosters each season get nothing. You do realize that even "starters" can need to be replaced when teams realize they are not as good as the next player they might pick up.

First off the current chemistry system does that already, penalizes the free agent team over the sole owner or network team. So????

Certainly an argument against the two OPTIONsin the idea. But it is a more realistic simulation of the benefit of long termers on the team.

That said, this part of your argument is only about the options. The primary idea merely addresses the chemistry penalties already in the game in a different manner.

Also any time you add a new player, they will always be relegated to "backup" roles even if their player is superior to someone already on the team, or have a different build type.

Well he doesn't HAVE to be, but yes the idea would be you would bring in new young players and groom them in back up roles. However if you bring in a handful of stud free agents to use as starters, their limited chemistry hit would wear off over the course of the post and pre-season like everyone else does now. So you could still do it. This is about not punishing you for replacing minor role players is all.

And wouldn't this also cause more problems when basically creating a new separation between "starter" and "backup"? Now instead of being a mostly meaningless designation, you will be forcing people into those roles.

It would still be a meaningless designation if you use the default energy stats. It just lets you avoid a big chem hit for replacing a few back ups.

Chemistry may not seem "logical" to you, however it does make sense and is logical.

Do you think if the Patriots replaced half their bench warmers and special teamers they would suddenly be a bad team the next season? Their kicker in mid season would effect a down of regular play in the next game? No.

But in GLB it would be an issue. That doesn't make sense, nor is it logical.

I don't agree with this suggestion mainly because it doesn't add anything to the overall userbase. And any time someone does need to switch out players (ie end of plateau or new crop of players moves up) it destroys their team chemistry even more than it does now.

It adds not torpedoing teams for making minor changes to their club.

I can't see how it could do it more so than now, its murderous now. Wastes not one but usually two seasons to chem losses since alot of players are disgusted by the 14th showing and walk out. Assuming you manage to even make 14th and stave off demotion.

But that said, the idea is meant to lessen chem losses. So if it is worse in some scenarios it could and should be adjusted accordingly. I did not finesse the idea, just shot it out as it came to me. If someone wants to compare and contrast we can change the idea to fit the facts.
 
yello1
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Originally posted by TaySC
Sounds to me like this would encourage the one agent teams more and punish the normal teams.....

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How so?

In the normal teams now you lose chemistry for every player you rotate in free agency.

In this idea you would only do that for rotating your starters.

This is made to make it easier for the normal free agent staffed team, not harder.
 
yello1
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Originally posted by Timetoshine-Beta
Chemistry doesn't hurt teams? lol



Chemistry is what you get when your players have been together and know each other. Thats a positive thing in real football. It lets them play better together. Its a plus to the opposite situation of them not knowing each other.

Its not like a team of guys who dont know each other somehow run slower, not in real life.

So yes in real football the term chemistry is about a plus not a negative.

Excluding a TO enemy in your ranks as noted in the OP.
 
Dub J
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Great suggestion

+1000000
 
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Dont agree with this threads premise.

a better idea and one that would make money relevent again.

when recruiting a Non newly purchased team, ie a team thats in a current league and more than one season old, there ought to be a sliding scale where the higher the salary for a recruited player, the less chem is hit on the team profile.

1. this would create a need for a cfo to balance out the priority of running promotions and maintaing team chemistry by offereing proper contracts.

2. the players fame or LoLEL could be tied to this where it requires a PHAT contract to zero out the chem hit/ and give morale boost (I think thats how it works currently with the morale and fame)

3. this would sort of tamper down with CFOs stockpiling near 100 million dollars and going max promo on everything; mailing it in on the cash.

to summarize, paying a ton of money (the max requested or something along those lines) to a newly recruited agent will have a zero sum chem hit, it could even add to the chem.

or conversely the less you pay a recruit, the bigger the chem hit.
 
hatchman
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Originally posted by The Big Cack Envy
Dont agree with this threads premise.

a better idea and one that would make money relevent again.

when recruiting a Non newly purchased team, ie a team thats in a current league and more than one season old, there ought to be a sliding scale where the higher the salary for a recruited player, the less chem is hit on the team profile.

1. this would create a need for a cfo to balance out the priority of running promotions and maintaing team chemistry by offereing proper contracts.

2. the players fame or LoLEL could be tied to this where it requires a PHAT contract to zero out the chem hit/ and give morale boost (I think thats how it works currently with the morale and fame)

3. this would sort of tamper down with CFOs stockpiling near 100 million dollars and going max promo on everything; mailing it in on the cash.

to summarize, paying a ton of money (the max requested or something along those lines) to a newly recruited agent will have a zero sum chem hit, it could even add to the chem.

or conversely the less you pay a recruit, the bigger the chem hit.


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Originally posted by hatchman
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yeah?

y u no like?

 
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