MNG removal?

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van der vaart
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MNG removal?

Post by van der vaart »

Hey guys,
Just a thought i had for our league, and was interested in finding out whether anyone else has run with it or something similar, or just everyones general thoughts.

We have a few guys in our league who are starting to accumulate quite a bit of gold, but arent really suffering any sort of player turnover in regards to deaths (lucky i know). However quite a few guys are getting lots of MNG players, and i thought that perhaps adding in a mechanic that would allow them to remove the MNG could allow them to

a) Have something to spend their money on besides bounties

b) Add an interesting strategic element. Lets say that you are playing Woodies, and have 4 of your best players MNG. Do you spend cash to bring those players back in the next game, or do you hold out? Lets say that you do bring them back in, and that next game hit a bad string of luck and suffer 2 deaths, 1 -ST and a MNG. Theres those 4 players that you payed to come back in effectively gone again, with 2 of them gone permanately, and you thinking perhaps you shouldve waited it out.

Now I know that it could be unbalanced towards high armour teams, as they tend to not suffer as many injuries, thus accumulating money quicker (once their roster is built) effectively giving them a full roster all the time. Or would this not be a problem in your opinion?

I was thinking of either one of two things to remove the MNG. The first one was to just pay the cost of the player (his medical bills) and remove the MNG (the cost of the player is his cost at the time. So base cost plus improvements). The second idea was to have to pay DOUBLE the players BASE cost to remove the MNG. Is the second one too harsh? Which one would you play with? Any thoughts or comments? :D

It should be noted that I'm not interested in removing other injuries, such as niggles and stat breaks, just MNG. I would also only allow the MNG to be removed if that was the only injury (eg a player that suffered a niggle would have to MNG, but if my player just suffered the MNG, i could choose to remove it)

Thanks guys!
:)

(Cross post from ausbowl :P)

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burgun824
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Re: MNG removal?

Post by burgun824 »

My first question would be what races are they playing. Some races just naturally accumulate gold due to lower player turnover.

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van der vaart
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Re: MNG removal?

Post by van der vaart »

burgun824 wrote:My first question would be what races are they playing. Some races just naturally accumulate gold due to lower player turnover.
Atm we have
Halflings
Wood Elves
Chaos Dwarves
2x Orcs
Dark Elves
Skaven
Undead

Next season we look like having
Skaven
2x Dwarves
2x Wood Elves
2x Dark Elves
2x Orcs
2x Humans
Undead
Lizards

The problem seems to be that no players are dying, just getting injured. I know its a little abnormal given some of the crunchy teams we play especially (my halflings, only suffered one death in our 7 game season!) but i thought it might be worth it anyway. But as you said, id be worried that the dwarves just accumulate ad dominate the league.

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Re: MNG removal?

Post by burgun824 »

In our FUMBBL League we instituted a Collective Bargaining Agreement where we all voted and agreed on a set TV Cap to start the season that inflates over a period of seasons to account for growth but on a controlled level. Then everyone can manage their team as they see fit in order to stay under the cap. There is a 100k maximum bank allowed on top of the TV Cap. So basically you can be up to 100 TV in cash over the cap. All other money has to be spent or burned before the season starts.

It works for the exact reason you've mentioned and it's pretty brilliant. I can say that because it wasn't my idea. :D

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van der vaart
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Re: MNG removal?

Post by van der vaart »

I quite like that, thanks! :)

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Re: MNG removal?

Post by mattski »

I have played in a house-ruled league which eliminated MNGs. All that happened was that everytime a player got an SI it was noted in the injury column and at the end of the game a D6 was rolled and if the number was less than the no. of mng's then the number was reset to zero but the player gained a niggling injury. It really worked in that it meant that injuries had a long term effect but one bad game didn't shove a team on that death spiral that you see so often.

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van der vaart
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Re: MNG removal?

Post by van der vaart »

mattski wrote:I have played in a house-ruled league which eliminated MNGs. All that happened was that everytime a player got an SI it was noted in the injury column and at the end of the game a D6 was rolled and if the number was less than the no. of mng's then the number was reset to zero but the player gained a niggling injury. It really worked in that it meant that injuries had a long term effect but one bad game didn't shove a team on that death spiral that you see so often.
Hmm thats interesting too. Might have to trial both of these somehow....

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