I wonder how have I missed this thread so far. Anyhow, here's my take on the subject:
neoliminal wrote:
1. Check every X games for AV reduction. Roll an Armour roll. If they pass then lower their AV. Example: A player with AV 7 rolls an 8, so their AV stays the same. If an AV 9 player rolled an 8, then they would go down. This is a self resolving system because if a player starts losing AV, then it becomes harder for them to lose more.
This is a system that stands in contradiction to what JJ said about the desire to create a ruleset where one could essentially continue playing forever.
The teams with high AV got that high AV for a price. Low MA and AG for example. If you make the high AV just a "start-up bonus" as it essentially is under this kind of a ruleset, high-av teams are indeed going to be nearly unplayable after a set amount of time.
Do I have an alternate solution, then? Hardly, but here are some ideas:
Current aging rules:
As Evolve_To_Anarchism noted, there are teams in FuMMBle that demonstrate the fact that current aging rules work: refusal to retire players
will result in disproportionately high TR's, which, when coupled with the handicap table and the high number of niggles will make the team lose a lot of games.
His
"Terrifying Anarchists of Naggaroth", could only field
5 players against any team that has a TR of less than 514 (and a sensible enough coach to choose Virus from the list)!
So I've grown to like the system. If I had to ask for something more, it would be "roleplaying" effects in the aging result table. Results that make the player somewhat unique and interesting.
Encouraging retirement
I really like H&M's idea of making player retirement a positive thing. However, if you could simply replace an experienced player with a rookie one, this would result in "my CW didn't roll doubles on his first skill, so I'm taking a rookie CW instead..."-situations.
Therefore, I think it would be a fair system that if you retire a player with more than 4 skills, you get a rookie player of the same position for free.
This would be to avoid those deadlock situations where the team must refuse to retire players as they can't raise enough money to retire them.
This would make retirement a definitely positive thing, and could be considered if something has to be done. Of which I'm not convinced anymore.
Increasing injuries
Neo pretty much shot these kinds of suggestions down already, but I still think that the idea of more lethal BH's would be nice. The point is to keep the game mechanics intact: no decreased AV so no increased amounts of AV breaks which would seriously change in-game balance, no injury roll bonuses etc.
Roll on the Serious injury table for every Badly hurt player as if he was Seriously injured. The only difference is that only niggling injuries and stat decreases apply: the player does not have to miss the next game.
However, I think that this might in fact have a bigger effect on the high-AV teams than the low-AV teams. Because the high-AV teams can now cure a lot smaller percentage of their lasting injuries.
Assume that a high-AV teams receives on average 2 injuries per game, meaning 1 lasting injury. Thus they can save (on average) 5/6 of their lasting injuries. But if half of the BH's are lasting injuries too, they suddenly receive on average 9/6 lasting injuries per game and can only save 5/6, resulting in fourfold increase in the amount of lasting injuries that they can't heal.
Whereas a low-AV team that receives 4 injuries per game used to save 5/12 of their permanent injuries, with these rules 5/18, an increase of a factor of only 1.86!
The more injuries you usually receive, the closer the increase of lasting injuries is to a factor of 1.5
The less lethal fouling and blocking we have nowadays should be offset by this change.
There's a few ideas for now...