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Forum > Suggestions > Epic Suggestions > Another idea on "lockeroom attributes"
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Bort
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Just to let you all know:

We fully plan to put this idea, or something very similar, into the game at some point. It's very well thought out and I think it would help "flesh out" some of the players.
 
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shweeet u rock bort
 
islander1
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Originally posted by Bort
Just to let you all know:

We fully plan to put this idea, or something very similar, into the game at some point. It's very well thought out and I think it would help "flesh out" some of the players.


after they finish the advanced tactics
 
osutuba
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Originally posted by drifter
Another idea for an off day question:


The Help a Brotha' Out Foundation has asked you to spend some time building houses for the poor. Do you
A) Gladly accept and vow to bang twice as many nails as the next guy (+.5 Workout Warrior)
B) Decline but offer to appear in their next commercial as a spokesperson (+.5 Celebrity)
C) Accept and convince some of your teamates to also come along (+.5 Lockeroom Leader)


Please feel free to add some if you have any.

I like this. I have no problem with a "Choose Your Own Adventure" perspective when it comes to off-day activity.

I would guess that if you are inactive for a certain period of time, you will lose points?
 
osutuba
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Originally posted by Bort
Just to let you all know:

We fully plan to put this idea, or something very similar, into the game at some point. It's very well thought out and I think it would help "flesh out" some of the players.

How will this be implemented for current players?
 
icancook
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I really like this idea and I think drifter has made a great suggestion to improve the game, of which I am now a certified junkie
Last edited May 24, 2008 11:20:43
 
Ken1
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First time I read this thread, and I really like it, and I like that something like this is going into the game.

I think that the points in these areas should be public, shown even if stats are hidden to a given person. You know who the team leaders are.

I also think that team leader points need to be cumulative, at least more than in the original post, or then it's a poor choice to make (If you aren't the top on the team, then you only help half as much? That really weakens it. Better to lower the bonus if necessary but allow the second highest one 90%, third highest 80%, etc..)

I'd also love to see more types, too. Three is limiting.

Two other ideas, perhaps:

Trickster: Out for himself and to some degree the team, but not with a work ethic like the Workout Warrior. Questions asked will usually be answered selfishly (e.g. asked to build the home, he won't pick up a hammer or appear in a commercial).

His bonus is that he plays dirty, and as such gains an 0.5% bonus to many physical skills (Namely, Speed, Strength, Agility, and Jumping) per point of Trickster.

When ref-called penalties are added, he's more likely to be called for a penalty, but the bonus becomes 1% or maybe 0.75% instead of 0.5% to balance that out.

Loner (someone else's archetype, tried to be figured in by me): This guy views football as a job like any other. If he had the skill to, he'd just as soon be a doctor or lawyer. He's there to pick up his paycheck, do his job, and go home. He doesn't care so much about his career except to keep cash coming in, or the team's performance.

His bonus is that his morale is close to unshakeable, because he really doesn't care much. Any other benefits of Confidence, he doesn't receive any bonus for; but he loses 5% less per point of Loner in anything that would cost him morale (but also gains 2.5% less per point from anything that would normally help his morale).

Those percentages may need major revisions for balance, but I'm simply trying to add more possibilities.
Last edited May 24, 2008 14:13:39
 
drifter
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I don't dislike the idea but as I mentioned in the other thread, I chose 3 main areas because it's the easiest to balance and implement. Your two ideas are okay, but I don't think they quite stack up to the bonuses laid out for the other three. The Trickster one I think has a bit more potential and I'll give it some thought. Loner needs some work to come up with more tangible benefits if it were to be added.

The problem with leader points being cumulative is that it could get out of control much too quickly. As you mentioned, you would need to lessen the effect but that, in turn, lessens the reward for someone becoming a Lockerroom leader.
 
Ken1
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Originally posted by drifter
I don't dislike the idea but as I mentioned in the other thread, I chose 3 main areas because it's the easiest to balance and implement. Your two ideas are okay, but I don't think they quite stack up to the bonuses laid out for the other three. The Trickster one I think has a bit more potential and I'll give it some thought. Loner needs some work to come up with more tangible benefits if it were to be added.

The problem with leader points being cumulative is that it could get out of control much too quickly. As you mentioned, you would need to lessen the effect but that, in turn, lessens the reward for someone becoming a Lockerroom leader.


Well, the thing is, that means if you have a Leader or two already you don't want any more. You want someone who can benefit you in other ways. That's very few on a 45+ man roster

That can be partially controlled with more types. The Loner, I'd now call the Professional. We may have to add more benefits for him.

Another possible type is The Socializer (a key is that Leaders who weren't one of the top two Leaders on the team, if the drop-off were like you'd say, would default to their leadership points counting for this). He'd enjoy the camaraderie, gaining more benefit from Leaders than other players.

The six types if you add my (now) three proposed additions, and their basic motivations and benefits:

1) Lockerroom Leader.

Basic motivation: Wants to help the team win.

Basic benefit: Helps the whole team play better.

2) Celebrity.

Basic motivation: Fame.

Basic benefits: Brings fans to the stadium, free eq upgrades for endorsement deals.

3) Workout Warrior.

Basic motivation: Be the best player he can be.

Basic benefits: Becomes a better player through training and hustle.

4) Trickster.

Basic motivation: Play as well or better than the Workout Warrior, without the annoying work, by using tricks.

Basic benefit: Effective physical skills get a boost.

5) Professional (formerly Loner).

Basic motivation: He just wants his paycheck. It's just a job.

Basic benefit: Morale, bad chemistry, things that can make people play worse like that, have almost no effect on him.

6) Socializer. (Lockerroom leaders whose points would count for less than half instead have their points in that area added to this one.)

Basic motivation: Loves the camaraderie.

Basic benefits: Gets extra (double?) boost from Lockerroom Leaders, and extra boosts from Field Generals and the like during games, helps team chemistry (more than Lockerroom Leaders, and in fact may take over that skill).
Last edited May 29, 2008 12:36:36
 
Ken1
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Had gone to bed, but as lying there, brainstorm to help the Professional:

Something like a reverse extra level of play is possible with him, where he has a similar percentage chance, if playing on Hard, to use energy as if on Normal; and if playing on Normal, to use energy as if on Relaxed (still getting the normal bonuses from those settings).

If playing on Relaxed, he always uses even less energy than that would normally require, although since that one would be always, it couldn't be another full level down.
 
drifter
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Originally posted by Ken1
Had gone to bed, but as lying there, brainstorm to help the Professional:

Something like a reverse extra level of play is possible with him, where he has a similar percentage chance, if playing on Hard, to use energy as if on Normal; and if playing on Normal, to use energy as if on Relaxed (still getting the normal bonuses from those settings).

If playing on Relaxed, he always uses even less energy than that would normally require, although since that one would be always, it couldn't be another full level down.


That benefit is already given to the Workout Warrior. I have some thoughts on all of this which I'll post when I get a chance.
 
Ken1
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Originally posted by drifter
Originally posted by Ken1

Had gone to bed, but as lying there, brainstorm to help the Professional:

Something like a reverse extra level of play is possible with him, where he has a similar percentage chance, if playing on Hard, to use energy as if on Normal; and if playing on Normal, to use energy as if on Relaxed (still getting the normal bonuses from those settings).

If playing on Relaxed, he always uses even less energy than that would normally require, although since that one would be always, it couldn't be another full level down.


That benefit is already given to the Workout Warrior. I have some thoughts on all of this which I'll post when I get a chance.


What I suggest is similar, but works in reverse.

WW plays Normal, if his kicks in, he uses energy normally but plays as if on Hard. The Pro plays on Normal, if his kicks in, he plays normally but spends energy as if on Relaxed. So, the Pro never hits "Inspired" for example, never (except through help from a LL) plays above his set level. But he might use energy below it.
 
drifter
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Originally posted by Ken1
Originally posted by drifter

Originally posted by Ken1


Had gone to bed, but as lying there, brainstorm to help the Professional:

Something like a reverse extra level of play is possible with him, where he has a similar percentage chance, if playing on Hard, to use energy as if on Normal; and if playing on Normal, to use energy as if on Relaxed (still getting the normal bonuses from those settings).

If playing on Relaxed, he always uses even less energy than that would normally require, although since that one would be always, it couldn't be another full level down.


That benefit is already given to the Workout Warrior. I have some thoughts on all of this which I'll post when I get a chance.


What I suggest is similar, but works in reverse.

WW plays Normal, if his kicks in, he uses energy normally but plays as if on Hard. The Pro plays on Normal, if his kicks in, he plays normally but spends energy as if on Relaxed. So, the Pro never hits "Inspired" for example, never (except through help from a LL) plays above his set level. But he might use energy below it.


Gotcha.
 
Ken1
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AND...if one of my concepts doesn't work and someone (including you) has a better idea, I'm fine with that.

What I really think is:

1) There need to be at least six types, and

2) If LL's are limited in impact, that beyond the first two they don't really matter, those points should temporarily count toward something else (my idea is socializer, which could also be bought directly; but if not that, then something).
 
drifter
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Originally posted by Ken1
AND...if one of my concepts doesn't work and someone (including you) has a better idea, I'm fine with that.

What I really think is:

1) There need to be at least six types, and

2) If LL's are limited in impact, that beyond the first two they don't really matter, those points should temporarily count toward something else (my idea is socializer, which could also be bought directly; but if not that, then something).


I agree - I don't think socializer should be a category, but I think Lockeroom leaders below the main one should get more benefit from the lockerroom leader
 
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