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Forum > Suggestions > Confidence helping to fighting the effects of Chemistry hits.
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Outlaw Dogs
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Confidence should help fight the effects of the team's chemistry hit on a player. If a Player is taking a 1% attribute loss for every 10 points a team loses on their chemistry score off of 100, a more Confident player should have less of a hit just for the simple fact of them being more confident in their own abilities.

Lets say you are sitting at an overall chemistry over 70 and the offense chemistry is 80, the chemistry score will be 75 for the offensive players on the roster. the 75 chemistry score will result in a 2.5% attribute loss to all offensive players. Even if it's a .2% decrease to the penalty for every 10 Points in your attribute, a player at 100 in CON would decrease the penalty an in fact make up 2% of that 2.5% lose, making the actual hit only .5% to that one player. It would make Confidence more of an equalizer for teams that do suffer from a lot of turnover season after season.

Hope this isn't to confusing. Numbers are debatable (and may even be wrong since I'm not a math major or anything,) but I don't want to make that too easy for anyone to get rid of the penalty, but do want to have it help against effects of the hit. And if it's a crappy idea, Yello made me do it.
 
Moretti
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chemistry is nonsense and should be removed altogether
 
Packers27
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great idea OD +1
 
Outlaw Dogs
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Not even one Yello comment? WTF?
 
greengoose
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Lets be honest, any adjustment to the game that makes it even harder for bad teams to be competitive just because they are bad teams makes absolutely no sense. It's like putting high hurdles in front of them, watching them trip over them and then saying - uhh, we need to raise them some more.....
 
hatchman
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Originally posted by Outlaw Dogs
Confidence should help fight the effects of the team's chemistry hit on a player. If a Player is taking a 1% attribute loss for every 10 points a team loses on their chemistry score off of 100, a more Confident player should have less of a hit just for the simple fact of them being more confident in their own abilities.

Lets say you are sitting at an overall chemistry over 70 and the offense chemistry is 80, the chemistry score will be 75 for the offensive players on the roster. the 75 chemistry score will result in a 2.5% attribute loss to all offensive players. Even if it's a .2% decrease to the penalty for every 10 Points in your attribute, a player at 100 in CON would decrease the penalty an in fact make up 2% of that 2.5% lose, making the actual hit only .5% to that one player. It would make Confidence more of an equalizer for teams that do suffer from a lot of turnover season after season.

Hope this isn't to confusing. Numbers are debatable (and may even be wrong since I'm not a math major or anything,) but I don't want to make that too easy for anyone to get rid of the penalty, but do want to have it help against effects of the hit. And if it's a crappy idea, Yello made me do it.


-1 and this is due to some people would start building dots high in confidence and that screws the build in the end. if a person is wasting the XPs to take confidence from lets say 70 to 100 then basically that dot is dropping a attribute they need from what it should be. the idea basically either screws novice dot builders by dumb owners wanting them to do this. or the idea doesn't get used at all and is a waste of time to implement.
 
Team Nucleus
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Originally posted by hatchman
-1 and this is due to some people would start building dots high in confidence and that screws the build in the end. if a person is wasting the XPs to take confidence from lets say 70 to 100 then basically that dot is dropping a attribute they need from what it should be. the idea basically either screws novice dot builders by dumb owners wanting them to do this. or the idea doesn't get used at all and is a waste of time to implement.


 
yello1
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+1 because if thats not a Copy and Paste of one of my ideas its darned near it in spirit anyway.

+1 to the OP, and +1 to the general concept of more ways for agents and owners a way to "combat" chemistry.

Originally posted by Moretti
chemistry is nonsense and should be removed altogether


And a +1 to this if the foregoing is not done.
 
Outlaw Dogs
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Originally posted by yello1
+1 because if thats not a Copy and Paste of one of my ideas its darned near it in spirit anyway.

+1 to the OP, and +1 to the general concept of more ways for agents and owners a way to "combat" chemistry.

Originally posted by Moretti

chemistry is nonsense and should be removed altogether


And a +1 to this if the foregoing is not done.


I actually mentioned something about it in one of your chemistry battling threads, no details just the general gist.
 
Theo Wizzago
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This thread has a familiar ring to it. I believe the gist of the OP is against the ever-present, game-killing, morale spirals. These seem to be always tied and linked to Confidence and Chemistry as the likely culprits. I have always thought the idea behind GLB using it's current system to be ok... but not the way it doesn't work right. As things are now, losing morale is real easy. Give up a TD or a turnover... get down by a score or two... and no VA or SA in the game today can save your team from the inevitable spiral. But, what if you scored a TD after giving one up? Do you get your morale back? I doubt it. Most likely your opponent now takes a "morale" hit. Trade punches long enough and I'd suspect both teams would need serious counseling before they commit suicide. What I'm saying is it's easy to lose morale... and nearly impossible to get it back (during a game). This, IMHO, is what's wrong.
Chemistry works fine when simply considering how it effects players leaving, and coming to, a team. Have a huge roster turnover and you should start with a dinged chemistry. Such things are regained with time and successes.
So if the OP is simply to remove that aspect of the game, I am a -1 vote.
But if the reason behind the post is to stop from those terrible morale spirals from going so badly out of control? Then +1
 
Outlaw Dogs
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Originally posted by Theo Wizzago
This thread has a familiar ring to it. I believe the gist of the OP is against the ever-present, game-killing, morale spirals. These seem to be always tied and linked to Confidence and Chemistry as the likely culprits. I have always thought the idea behind GLB using it's current system to be ok... but not the way it doesn't work right. As things are now, losing morale is real easy. Give up a TD or a turnover... get down by a score or two... and no VA or SA in the game today can save your team from the inevitable spiral. But, what if you scored a TD after giving one up? Do you get your morale back? I doubt it. Most likely your opponent now takes a "morale" hit. Trade punches long enough and I'd suspect both teams would need serious counseling before they commit suicide. What I'm saying is it's easy to lose morale... and nearly impossible to get it back (during a game). This, IMHO, is what's wrong.
Chemistry works fine when simply considering how it effects players leaving, and coming to, a team. Have a huge roster turnover and you should start with a dinged chemistry. Such things are regained with time and successes.
So if the OP is simply to remove that aspect of the game, I am a -1 vote.
But if the reason behind the post is to stop from those terrible morale spirals from going so badly out of control? Then +1

The Gist is that it would help an individual player over come some of the chemistry hit. I made it that 100 in Confidence would only be a 2% increase (which could be debated) because I didn't want it to ever completely wipe out the whole hit. Maybe if a team has a high enough CON it could help with the morale spirals or at least derail them until later in the game.


 
Outlaw Dogs
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Originally posted by hatchman
Originally posted by Outlaw Dogs

Confidence should help fight the effects of the team's chemistry hit on a player. If a Player is taking a 1% attribute loss for every 10 points a team loses on their chemistry score off of 100, a more Confident player should have less of a hit just for the simple fact of them being more confident in their own abilities.

Lets say you are sitting at an overall chemistry over 70 and the offense chemistry is 80, the chemistry score will be 75 for the offensive players on the roster. the 75 chemistry score will result in a 2.5% attribute loss to all offensive players. Even if it's a .2% decrease to the penalty for every 10 Points in your attribute, a player at 100 in CON would decrease the penalty an in fact make up 2% of that 2.5% lose, making the actual hit only .5% to that one player. It would make Confidence more of an equalizer for teams that do suffer from a lot of turnover season after season.

Hope this isn't to confusing. Numbers are debatable (and may even be wrong since I'm not a math major or anything,) but I don't want to make that too easy for anyone to get rid of the penalty, but do want to have it help against effects of the hit. And if it's a crappy idea, Yello made me do it.


-1 and this is due to some people would start building dots high in confidence and that screws the build in the end. if a person is wasting the XPs to take confidence from lets say 70 to 100 then basically that dot is dropping a attribute they need from what it should be. the idea basically either screws novice dot builders by dumb owners wanting them to do this. or the idea doesn't get used at all and is a waste of time to implement.


Well since CON is a modifier more then a stand alone attribute, it should help a bad build.
 
ron2288
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enough said
 
hatchman
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Originally posted by Outlaw Dogs
Well since CON is a modifier more then a stand alone attribute, it should help a bad build.


Well friend you build your playerzs with a ton of confidence and ignore the other more important attributes. Then let us know how that worked out for you
 
Outlaw Dogs
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Apparently I am going to have to try harder to get a crappy idea to over 4 pages of nothing but bitching about stupid I am for defending my stupid idea.
 
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