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bhall43
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Originally posted by Time Trial
Part of the problem in building a passing team is that you can't have as effective a STs unit. My STs blocking is great because of all those big run blocking players I built.


I dunno I think our ST's unit on DC wasn't too bad. Didn't seem to be any better on Replacement when I built a ST's specific team around a returner. I mean it was a little bit better but nothing crazy. Might have been different in the lower leagues though. I only dealt with the top leagues for the most part.
 
bhall43
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Originally posted by Time Trial
Let's wait and see how many people build bots that are going to cost in the range of 20% over base salary compared to the number who cost 0-8% over base salary.


Originally posted by Corndog
I would guess probably about 70-80% of people.

But that was intended.


Ya wouldn't that be the point of why you put all those salary increases in there?
 
Corndog
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Originally posted by bhall43
Ya wouldn't that be the point of why you put all those salary increases in there?


Yes, and it is why we also increased salary caps to go along with it.
 
Corndog
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I mean, it could just be structured in a way that formed a "tree", where you pick your top tier at the top, a secondary in the middle, then a tertiary at the bottom.

However, then you lose the freedom to just choose three tertiary traits, or two secondaries, or whatever. But yes, it is expected that most people will take the top tier traits that define their build.
Edited by Corndog on Dec 2, 2013 15:52:01
 
Time Trial
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Originally posted by Monty Burns
Is the team salary cap $ amount finalized? If so what are the salary ranges (if finalized) for SS/high/medium/low cost players....


It varies by age of the team, but it scales so that you will be able to ressign all your same players each season (as traits cannot change after birth).

To post a list of all of the possible low/medium/high contracts is too much work. A spreadsheet was started by Romo at one point I think, but it made a lot of bad assumptions.

There is no "Superstar" salary, superstar is just a trait you can pick (if unlocked). It increases your base salary by 100% (though I think that is going up to 125% after my "exploit").
 
quixo
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all this whence we have almost achieved glb1 nirvana, you will all burn in a spiritual hell.
 
Corndog
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The likely Superstar change will be increasing the reduction of skill costs to 20%, and increasing their salary to either 125% or 150%.

We do want them to be impactful, but at the same time, having most of your starters being superstars seems dumb.

I do want to increase energy usage though, to make having a roster with as few players as possible not be so enticing.
 
Time Trial
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Originally posted by bhall43
I dunno I think our ST's unit on DC wasn't too bad. Didn't seem to be any better on Replacement when I built a ST's specific team around a returner. I mean it was a little bit better but nothing crazy. Might have been different in the lower leagues though. I only dealt with the top leagues for the most part.


My bots are pretty close now at level 20. I would have loved the chance to take them to 25 to test them against the top teams, but we never played that last season.
 
quixo
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all actvities human are honoring God, until we quit...then you are mocking and the guy from deadwood stabs you then you realize you are are just an extra in the story......sux tbh
 
bhall43
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Originally posted by Corndog

I do want to increase energy usage though, to make having a roster with as few players as possible not be so enticing.


Really have to be careful with this though as right now energy plays its part. But when you start scaling it to the point where Backups become necessities it really dulls the game for a single agent from a statistics standpoint.
 
Savitar
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Originally posted by Corndog
I mean, it could just be structured in a way that formed a "tree", where you pick your top tier at the top, a secondary in the middle, then a tertiary at the bottom.

However, then you lose the freedom to just choose three tertiary traits, or two secondaries, or whatever. But yes, it is expected that most people will take the top tier traits that define their build.


Here's what I do understand about GLB 2 in a nutshell...

The AI has been simplified to make the game easier, while the salary cap, and build options have been made harder to make it harder to put together the right combination of bots...which in turn will, with certainty make it so their is a lot of re-rolls until a team figures out the right combinations to actually win a championship.

Sounds about right to me.
 
Time Trial
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Originally posted by Corndog
The likely Superstar change will be increasing the reduction of skill costs to 20%, and increasing their salary to either 125% or 150%.

We do want them to be impactful, but at the same time, having most of your starters being superstars seems dumb.

I do want to increase energy usage though, to make having a roster with as few players as possible not be so enticing.


Yet you figure something like 80% of the people will choose to have a base salary on their bots of 20% or more.

This is what I'm getting at. You WANT people to build more bots per team (both because GLB makes more money and because you don't want to see these 32 roster teams), but you incentivize people to building bots that make salary increases the norm.

And all of us who build no increase bots will RAGE when you raise the salary caps or reduce the salary cost of these traits mid-build because everyone went that way and you want to make larger teams. Rage. Because unless you do a "force respec" and let people choose new traits, they have to rebuild to get those traits after you make them less prohibitive.

That's the danger in the traits: you cannot make changes to them easily without having to refund the flex in order to let people rebuild. (or RAGE)
 
bhall43
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Honestly you still need a pretty decent roster size to compete except for teams that were going with 35 man teams with loads of superstars. And if they won't be able to be doing that then it shouldn't really be that big a problem.
 
Time Trial
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Originally posted by bhall43
Really have to be careful with this though as right now energy plays its part. But when you start scaling it to the point where Backups become necessities it really dulls the game for a single agent from a statistics standpoint.


Also you have taken away the energy sub controls from the user.
 
Corndog
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Originally posted by bhall43
Really have to be careful with this though as right now energy plays its part. But when you start scaling it to the point where Backups become necessities it really dulls the game for a single agent from a statistics standpoint.


But backups kind of have to be a necessity (unless you invest heavily into conditioning).

Otherwise it is a weird limbo where you only need starters, but you have a salary cap meant for 43 players. I wouldn't be against the idea of making it more "ironman" and dropping the max roster down to like 32 and the salary to go with it.

Needing only 32 players but the salary cap for 43 just makes it into "lulzmoresuperstars".
Edited by Corndog on Dec 2, 2013 16:06:18
 
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