Let agents select which attributes/skills are majors/minors when we create the players.
Forum > Suggestions > Major/minor attributes
Actually it's not a completely bad idea. Something like this expands the diversity of the builds so as to make "cookie cutter building" less likely.But it needs some serious restrictions so as not to be just another exploitable item. I 'd be interested is this ONLY if it might work as follows;
Allow a "swap" from a major to a minor attribute (or a neutral to a minor) and vice-versa... ONE TIME ONLY when creating player... AND ONE SWAP ONLY at that time. Also, it should be a SWAP. The skill you are wishing to "upgrade" would force the change to the skill you swap from to be "downgraded" equally, keeping the balance.
AND it should cost flex equal to the player creation. (A 200 flex position should cost an extra 100 flex to make the change). Then I would be for it.
Allow a "swap" from a major to a minor attribute (or a neutral to a minor) and vice-versa... ONE TIME ONLY when creating player... AND ONE SWAP ONLY at that time. Also, it should be a SWAP. The skill you are wishing to "upgrade" would force the change to the skill you swap from to be "downgraded" equally, keeping the balance.
AND it should cost flex equal to the player creation. (A 200 flex position should cost an extra 100 flex to make the change). Then I would be for it.
Edited by Theo Wizzago on Jul 6, 2012 00:18:40
happylittletrees
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Originally posted by Theo Wizzago
Actually it's not a completely bad idea. Something like this expands the diversity of the builds so as to make "cookie cutter building" less likely.But it needs some serious restrictions so as not to be just another exploitable item. I 'd be interested is this ONLY if it might work as follows;
Allow a "swap" from a major to a minor attribute (or a neutral to a minor) and vice-versa... ONE TIME ONLY when creating player... AND ONE SWAP ONLY at that time. Also, it should be a SWAP. The skill you are wishing to "upgrade" would force the change to the skill you swap from to be "downgraded" equally, keeping the balance.
AND it should cost flex equal to the player creation. (A 200 flex position should cost an extra 100 flex to make the change). Then I would be for it.
it should cost the extra flex to boost as well.
Actually it's not a completely bad idea. Something like this expands the diversity of the builds so as to make "cookie cutter building" less likely.But it needs some serious restrictions so as not to be just another exploitable item. I 'd be interested is this ONLY if it might work as follows;
Allow a "swap" from a major to a minor attribute (or a neutral to a minor) and vice-versa... ONE TIME ONLY when creating player... AND ONE SWAP ONLY at that time. Also, it should be a SWAP. The skill you are wishing to "upgrade" would force the change to the skill you swap from to be "downgraded" equally, keeping the balance.
AND it should cost flex equal to the player creation. (A 200 flex position should cost an extra 100 flex to make the change). Then I would be for it.
it should cost the extra flex to boost as well.
PhillyFossil
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As I mentioned in his other thread, I'm betting the coding proves too much of a PITA, especially given the re-structuring that would be necessary to accommodate current dots. This would likely be a major overhaul. It might even require a resetting of GLB. The Admin just implemented a major change in dot building about a year ago. It took years for that to happen. Dots completely built under the new system have not yet reached level 79, I think. Anyway, based on the NGTH log, it appears Bort is not ready to undergo any major changes regarding dot building in the near future. I'm guessing that's because of the reasons I've already mentioned.
That said, I would like to see more customizing for dots for the sake of diversity. On the other hand, I don't want to see dots keep raising the bar for attribute ratings.
If people keep thinking "more is better" when building dots, they aren't necessarily learning the finer points of dot creation. For instance, who says you can't build a good containment LB using the Blitzer archetype? Or a pass rushing DE using the containment archetype? Just so happens, I'm working on doing both right now.
If the suggestion were to be considered, I would be in favor of a heavy flex penalty for invoking the option. Rather than making it a standard option, make it a revenue generating extra. And that means tacking a bit extra cost to boost too. Maybe an extra 50 per 100 flex required to boost. That would make free dots unable to take advantage of the option, limiting it only to serious agents who are already willing to pay the cost.
That said, I would like to see more customizing for dots for the sake of diversity. On the other hand, I don't want to see dots keep raising the bar for attribute ratings.
If people keep thinking "more is better" when building dots, they aren't necessarily learning the finer points of dot creation. For instance, who says you can't build a good containment LB using the Blitzer archetype? Or a pass rushing DE using the containment archetype? Just so happens, I'm working on doing both right now.
If the suggestion were to be considered, I would be in favor of a heavy flex penalty for invoking the option. Rather than making it a standard option, make it a revenue generating extra. And that means tacking a bit extra cost to boost too. Maybe an extra 50 per 100 flex required to boost. That would make free dots unable to take advantage of the option, limiting it only to serious agents who are already willing to pay the cost.
numone
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I asked catch about this when he was doing the whole archetype stuff at the beginning, he said that they were trying to diversify builds (by making it so you had to pick between strengths/weaknesses of the different archetypes), otherwise everyone would just pick the same majors/minors.
Originally posted by Agnlaw
Let agents select which attributes/skills are majors/minors when we create the players.
This is NGTH
Let agents select which attributes/skills are majors/minors when we create the players.
This is NGTH
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