Ahh, the got old days of career spectators killed stats.dakkakhan wrote:Remember to roll a D6 for each player on the field to determine how many fans are killed.Let the blood flow baby!

Moderator: TFF Mods
Ahh, the got old days of career spectators killed stats.dakkakhan wrote:Remember to roll a D6 for each player on the field to determine how many fans are killed.Let the blood flow baby!
Joshua Dyal wrote:If I'm wrong, show me the numbers! H&M posted a very well-thought out post, but at the end of the day, it's just a subjective opinion.
Crunching numbers isn't my strong suit, but until I see some done, my opinion is no more wrong than the opposite viewpoint. I can't see much evidence of that so-called cash crunch that H&M mentions, as Fan Factor should continue to increase until it reaches the same level as the other teams in the league. True, if your FF is low relative to your TR then you will have a harder time coming up with cash, but since you spent more money on your team to begin with, you won't miss it as much as you're buying your players and rerolls and stuff. That analysis doesn't convince me (as eloquent as it is) that you don't end up in the exact same place.
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$=[3.5+W]-[(Y+C)/25]+F[.31-.0052N]+N[(*-(N*/60))(.052)-s/125]
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$=Game winnings for one game
W=+1 mod for win (so if you win the game this is 1 and it's 0 if you lose)
Y=Total money spent AFTER creation on players and rerolls(base cost)
F=Starting Fan Factor
N=Number of games played
*=Fan factor mods so (1+w+t+k-(1-w))
where:
w=Win percentage
t=Percent of games in which you score 2+ TDs
k=Percent of games in which you get 2+ casualites
(1-w)=Percent of games you lose
s=Average number of SPPs you have earned per game (current roster)
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[(*-0)(.052)-0/125]
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N[(*-(N*/60))(.052)-s/125]=[
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=60[(0)-s/125]=0-.48s
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$=[constant]-[constant]+[increasingly negative]+[increasingly negative]
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$=2.5+F[.31-.0052N]+N[.08-.003N]
I like your model of development very much and there is "wiggle room" for what you describe. I also WANT to beleive it's true very much. My problem is that unless it happens in the model, I've got no proof. The problem is that retiring and dead players are factored into the equation which is totally dynamic and allows for death and sacking players.Mestari wrote: However, when you stated your conclusions on your first post you fail to recognise the fact that one of the assumptions has to go at that point.
Namely the assumption that no player dies, no player retires and thus your TR will keep growing. That assumption leads to faulty conclusions.
Even though you are on the right track with wanting coaches to keep their TR on a certain level, some obvious conclusions available from understanding the oscillating nature of TR are omitted in your post:
When adding in the possibility of the TR going down (death, voluntary retirement) we end up with a completely different ideal system, where no team gets stuck:
The only one I wouldn't agree with is #2. Your opponent's TR has no bearing on how much money you make. His fan factor, yes, and from the math, we know that it's actually better to leech off of your opponent (since if you have the high fan factor, you much pay the -1 mod for being greater than 10 plus it counts against your TR since 1FF=1TR.) But TR would only be important in a relative sense but would already be factored into your #1(relative coaching ability).What is the target TR then? At what level should one start keeping the TR stable? There is not a single answer, but the answers depend most notably on these factors:
1)Coaching ability (absolute and compared to other coaches)
2)Overall TR level of the league
3)Team race
4)FF (own and others)
5)and a few others.
Agree 100% with everything you say, except coaching ability is something that would be very wishy washy to model.Mestari wrote:
No it doesn't, but it has a bearing on what level of TR is sustainable. If the TR you are attempting to sustain is below the league average, you are generally better off if it is assumed that the higher TR's are to some extent due to bloat and needless clutter: you will get handicap even though your team is as competitive. This in turn results in better game outcomes, which in turn make it easier to sustain the TR level, as you can quicker counter the setbacks (casualties) that you inevitably will get and avoid an uncontrollable downfall.
If in turn your target TR is above the league average, you will be handing out handicap, which probably makes that TR unsustainable - if that particular TR is high enough for the other contributing factors of the downfall to kick in, handicaps will contribute to the beginning of the downfall at some point.
Yup. That's where I'm trying to get to, too. I still think the system of equations above is correct with one caveat that your comment made me look through again.To me it seems that after reaching a certain TR, controlling the oscillation of the TR value becomes the most important team management aspect.
Excellent. It's not as hard as it seems at first because as you replace variables, it simplifies nicely. The only thing I'm having trouble with trying to make simpler is the fan factor purchased after creation. Over time, it's simply equal to the sum of all the d6 rolls plus mods you made in each game. The problem is the pesky -1 mod for losing contradicting the 6 always increases. Leaves it undefined in certain cases so I think my equation above is actually slightly overstating fan factor increases over time.I don't have a mathematical theory for it at the moment, but I'll see what I can do in the weekend. However, the theorem above with its justifications seem like it will stand mathematical evaluation.
It's a great article. I read it when you posted in on TBB and again when you mentioned here a couple days ago to compare my own numbers.Zombie wrote:Actually, you're inflating that number a lot. When i ran the numbers a year ago, i was very surprised at how slowly fan factor goes up. Read my article on FF on Bloodbowl.net to find out more.
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FF=Starting FF+FF gained or lost after creation
FF after creation=[N(1+W+T+K-L-H)]/6
Where N=# of games played
W=win percentage
T=% of games with 2+ TDs
K=% of games with 2+ Cas
L=% of games lost
H=neg mod for FF>10
Brain fart over.High & Mighty wrote: but the equation would have it increase by 1/6. But I'm having a brain fart as to how to fix it.
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FF=(W+T+K-L-H)/6
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FF=(2W+T+K-H-1)/6