Our league has a couple of rules to help new teams catch up and I thought it would be interesting to hear what some other opinions of our rules are.
First to help teams we have a minimum winnings rule of 20,000gp, if you roll a 1 or a 2 it is 20,000 + other factors. It just sucks to have lost a game then only get 10,000 gold, almost like it wasn't worth playing.
Secondly, and the more interesting rule. We allow the hiring of Mercs after a game. This helps discourage Star players and helps lower teams to get one skill devloped players for cost (of an undeveloped player, but adds to TV like a player with a skill). We allow you to induce a merc for cost +30 then +30 for a regular skill. If you want at the end of the game you may buy the player or he is kept on record for future inducement use and his SPPs are tracked by the commish. The player can only be purchased after a game where he was induced (he wants his "signing bonus" before he will join your team)
Example: I have a human team playing against an orc team and there is a 110 TV difference, I induce a lineman with kick for 110, then I like him, he gets a completion. I have enough in my treasury to buy him for 50,000 so I do. Now I get a linemane with kick and 7SPPS for 50,000. This gives startup teams a boost.
Then at the end of the season left over mercs may be purchase for full price in reverse order of standings. (you may only buy a player for your team No orcs buying sauri)
What are y'all's thoughts?
Hiring Mercenaries
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Hiring Mercenaries
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I'd avoid the discounting method for squad players. It is unfair in it's own way since the long term players have had to slog it out to get similar combos.
I don't want to undercut your thread, but doesn't the inducement system already make up for the imbalance encountered by new teams? I can see allowing them to buy mercenaries who've racked up SPP. But I wouldn't give them a discount beyond waiving the merc surcharge. I don't want to sound too conservative, but new teams have a reasonable risk/reward ratio built into their startup and inducement options already. If you make it easier for them, you really are just eating away at the competitive advantages that successful teams have earned over time. Maybe it would just be easier to give new teams a one-time starting cash boost (110 or 120 kgp depending on the average TV of your league) and leave it at that?
I don't want to undercut your thread, but doesn't the inducement system already make up for the imbalance encountered by new teams? I can see allowing them to buy mercenaries who've racked up SPP. But I wouldn't give them a discount beyond waiving the merc surcharge. I don't want to sound too conservative, but new teams have a reasonable risk/reward ratio built into their startup and inducement options already. If you make it easier for them, you really are just eating away at the competitive advantages that successful teams have earned over time. Maybe it would just be easier to give new teams a one-time starting cash boost (110 or 120 kgp depending on the average TV of your league) and leave it at that?
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