ianwilliams wrote:First of all why do we need ageing? With reduced income, and stopping FF growth, high end teams don't really progress once they hit TR 300+. One of the few things high end teams have to look forward to is getting new skills.
No one has really made a good argument for why ageing is necessary under LRB. "We want to increase player turnover so that teams don't get so good." Well that isn't happening TR 600 teams are a thing of the past. Nor to teams have enough money to cycle players (I haven't got a double by the 2nd skill so I'll retire him) meaning the really nasty players are rarer.
Here's why: Jervis wants a system built into blood bowl that allows for what he calls "Perpetual Blood Bowl" -- i.e. a local league that plays games endlessly, with no breaks for seasons (and hence, no mechanics that rely on season-endings.) His dream (and, to some extent, that of the rest of the BBRC) is to have a team development system where the following will happen:
1) Initial team growth (should be relatively unimpeded)
2) Team peaks/plateaus (at some point, growth should slow or stop, preventing the team from becoming uncompetitive)
3) Team declines (whether from injury, forced retirement, team infrastructure problems like loss of re-rolls, etc.)
4) Team rebounds (once a team falls below a certain breakpoint, team can recover and move back towards the plateau point)
5) Repeat steps 3-4
That is, as I said, the ideal. There is currently disagreement about at what points the step 2-3-4 should occur at. Personally, I think teams should be able to grow up to about TR 200 without too many problems, have more trouble getting to 250, rarely reach 275-300, and occasionally dip back down to 200-225. I think that allows for a nice range of developed teams to be built, and the cycling affect should allow the chance for new teams to break in more easily.
Aging is a necessary component of that because -- and I'm sure we all have experience with this -- at some point the Stars with skills become much harder to put down with injury-based attrition. That happens with ST-teams because their stars are so brutal no one even wants to take them on; it happens with AG-teams because they have so many skills it's difficult to knock them over.
We considered increasing attrition via boosting injuries, but that will cripple the less-skilled while affecting the superstars -- those who are the real problem -- much less. Aging was invented to try to target the skilled players while leaving the joe schmoes (who will already get injured more than the superstars) less affected.
You asked why we feel an aging mechanic is necessary; that's one BBRC members take on it. Others may feel slightly different, but it's a shared goal of all of us.