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Forum > Suggestions > Motivation Points - a way to put the under utilized Temporary Boost system to work
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hatchman
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Originally posted by yello1
Originally posted by hatchman

if it was player cash then we would see the same type of crap that happened when players had to pay for their EQ.


Well would it really?

That all involved trades for cash didn't it?

With trades for cash out of the picture, and a salary cap structure (did we have that then?) would that change the dynamics any???

In other words, with things the way they are NOW, how would making player cash relevant really be a problem? How could it be exploited?

That said, I do not like the idea of player cash being used for Motivation Points anyway. The idea is that everyone could use them equally.


you basically answered your own questions by saying " The idea is that everyone could use them equally.)

scenerio: I have a team that has a ton of cash so I can give all my players more money than lets say Yello1's team. well I am already getting a morale bonus for my team because I am paying my players more salary than Yello1 is. but I figure out I can actually pay my players a little more and get 5 temporary boosts for each player this season. with Yello1 already unable to pay his players as much due to whatever reasons. he also cannot afford to pay the players more money to get them the extra temp boosts. so basically since my team was richer than Yello1's I got a added advantage that Yello1 couldn't get.

moral of the story it falls under the rich get richer way of thinking to tie it to cash.

 
yello1
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Originally posted by hatchman
you basically answered your own questions by saying " The idea is that everyone could use them equally.)

scenerio: I have a team that has a ton of cash so I can give all my players more money than lets say Yello1's team. well I am already getting a morale bonus for my team because I am paying my players more salary than Yello1 is. but I figure out I can actually pay my players a little more and get 5 temporary boosts for each player this season. with Yello1 already unable to pay his players as much due to whatever reasons. he also cannot afford to pay the players more money to get them the extra temp boosts. so basically since my team was richer than Yello1's I got a added advantage that Yello1 couldn't get.

moral of the story it falls under the rich get richer way of thinking to tie it to cash.



Oh yeah that definitely. I thought you were alluding to something more subtle and exploity.
 
NVJumper
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I do like the idea of changing how the temp boost works, but maybe adding in something else (MPs) so that everyone can "use it equally" is not the right way to go about it.

What about keeping the current system somewhat intact -- BTs still buy temp boosts -- only increase the payout (aka: make it more rewarding, thus making temp boosts a viable alternative).

I don't know how much a temp boost costs now, but I"ll just say that it costs 1 BT for a one-game temp boost. What about buying temp boost "packages" with BTs?

1 BT gets you: 3 temp boosts, for use any game, including playoffs

How does that strike you? Maybe have increasing packages... 2 BT gets 7, 3 BT gets 11, 4 BT gets 15, etc.?

Essentially reduce the cost enough so that a temp boost is something to at least consider, especially for playoff games.
 
hatchman
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Originally posted by NVJumper
I do like the idea of changing how the temp boost works, but maybe adding in something else (MPs) so that everyone can "use it equally" is not the right way to go about it.

What about keeping the current system somewhat intact -- BTs still buy temp boosts -- only increase the payout (aka: make it more rewarding, thus making temp boosts a viable alternative).

I don't know how much a temp boost costs now, but I"ll just say that it costs 1 BT for a one-game temp boost. What about buying temp boost "packages" with BTs?

1 BT gets you: 3 temp boosts, for use any game, including playoffs

How does that strike you? Maybe have increasing packages... 2 BT gets 7, 3 BT gets 11, 4 BT gets 15, etc.?

Essentially reduce the cost enough so that a temp boost is something to at least consider, especially for playoff games.


I say no to any temp boosts in the playoffs it is bad enough to have to deal with promotions and home field advantages already. if you add temp boosts to it as well then having the best built team becomes less important.
 
NVJumper
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Originally posted by hatchman
I say no to any temp boosts in the playoffs it is bad enough to have to deal with promotions and home field advantages already. if you add temp boosts to it as well then having the best built team becomes less important.


I dunno anything about promotions or home field advantage, but I believe that temp boosts coordination would be part of the "best built team", comparable to team-wide VA setup, etc
Edited by NVJumper on Mar 18, 2012 15:05:46
 
yello1
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Originally posted by NVJumper
I do like the idea of changing how the temp boost works, but maybe adding in something else (MPs) so that everyone can "use it equally" is not the right way to go about it.

What about keeping the current system somewhat intact -- BTs still buy temp boosts -- only increase the payout (aka: make it more rewarding, thus making temp boosts a viable alternative).

I don't know how much a temp boost costs now, but I"ll just say that it costs 1 BT for a one-game temp boost. What about buying temp boost "packages" with BTs?

1 BT gets you: 3 temp boosts, for use any game, including playoffs

How does that strike you? Maybe have increasing packages... 2 BT gets 7, 3 BT gets 11, 4 BT gets 15, etc.?

Essentially reduce the cost enough so that a temp boost is something to at least consider, especially for playoff games.


It would have to be a really big boost to offset a permanent plus over a five season plateau. If it doesnt off set that then the BTs are not there very long.

And a large boost is a bit much, it has to be fun variation not insurmountable pwnage to the point where it dominates the game balance.
 
yello1
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Originally posted by hatchman
I say no to any temp boosts in the playoffs it is bad enough to have to deal with promotions and home field advantages already. if you add temp boosts to it as well then having the best built team becomes less important.


I just do not like the notion that what brings a team to the playoffs suddenly isn't available to them anymore.

And if the Temp Boost system can help a team get into the playoffs it also is keeping another team out. So its already an important factor, so leaving it out of the playoffs is kinda illogical.

I think the reason it was blanked out of the playoffs is that otherwise BTs would always be saved for those games and never used in the regular season which would be less choice not more and also make the playoffs not be what the regular season was. Which is why my concept has a pool of Motivation Points in the regular season that is wiped and then a new one in the playoffs so that there is both balance and regular season playoff consistency.

As for the best team not winning, really its the best team that is likely confident enough to carry the MPs into the championship game and thus more likely to win than the up and comer who "had their superbowl" in an earlier round just to get there.

That all said, the playoff thing could certainly be controversial and is a part of the concept that could be tossed if Bort hates on it.
Edited by yello1 on Mar 18, 2012 17:35:45
 
Thundercat_12
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Originally posted by ninja turtles
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teams owned entirely by one agent or just a very few agents get big advantage of using something like this while some agents that have 100 players on 25 different teams will never have time to use most of them.


get a better network then
 
spartan822
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not needed, much bigger fish to fry
 
yello1
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Originally posted by spartan822
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not needed, much bigger fish to fry


I agree its not a must have now thing.

But suggestions do not have to be limited to the stuff that should be on the top three changes we need today list.
 
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-1 I don't need more work.
 
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