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Has anyone decent rules for player transfers?
Posted: Wed May 05, 2004 9:03 am
by narkotic
Hi,
our league is playing vanilla LRB, closed schedule, mixing high and low TR (100-220) and three-step Handicap tables.
Some coaches asked me about transfer rules at the end of the season. Anyone of you using rules for selling/buying players at the end of the season that are not broken and have been playtested?
Thanks.
Posted: Wed May 05, 2004 12:27 pm
by lawquoter
Check out the Crush rules used by the TBBF. Good stuff. It's been a while since I've read them, but I think they include something similar to transfer rules. I think this is in there, although I might have read this somewhere else: If a player holds out for a pay increase (exact amount determined by D6), and his team doesn't want to pay it(or is short on cash), another team of the same race can pony up the amount this player wants and voila!, poach the player.
Posted: Thu May 06, 2004 1:48 pm
by MadLordAnarchy
I would strongly recommend against having player transfers on LRB style teams. It creates distorted incentives such as the incentive to play the team most played by other coaches as there will be more potential transfers available. It also means you will not want to coach a race that isn't coached by someone else. Transfers in this case diminish the diversity of a league.
I use a Crush system as I have multi-race teams, it's a vital aspect of achieving balance in my system.
Posted: Thu May 13, 2004 7:30 pm
by Trambi
In our league, we try a simple system of transfer the rules was simple :
- One transfer per player per year.
- The price must be higher or equal to a minimum price fixed by our commissers.
- Of course, the player should be able to play in his new team (human in human team or gob in orc team).
Posted: Fri May 14, 2004 2:15 am
by duff
Why is a free-for-all where coaches sell their players at the best price they can get a problem?
Posted: Fri May 14, 2004 8:19 am
by MadLordAnarchy
duff wrote:Why is a free-for-all where coaches sell their players at the best price they can get a problem?
It's not, so long as you've got a league that can take that sort of un-balancing. Where you have single race teams, the league has to be large enough that there are enough teams of each race to enable trades in each of them. If only some teams can trade due to there not being enough of the other teams, you run into balance problems.
Posted: Sat Aug 14, 2004 8:53 pm
by GRANDPAPANURGLE
We have run a 12 team scheduled league for 4 seasons now and we have tried having open trade I.E. wood elves playing for lizardmen etc. It has worked out well for us as we only allow players of 11SPP or higher. we dont allow more than for players on a team that arent from your team list.
This has worked out well for us over 2 seasons, The leagues top teams are still the pure teams. but it makes for interesting games.
This may be a result of one of our many house rules as well but we dont have a porblem with it.
Posted: Sat Aug 14, 2004 10:34 pm
by Vero
Some ideas that might work or not:
General:
1) Restrict the number of non-roster players to only one or two.
2) Add Peaked or Non-Team-Player (Big Guy) for the traded player. Peaked players ought to earn spps but not skills to prevent peaking legends.
Prize:
1) Use the players TR (calculate the spps and add the basic cost) as basic cost. The paid cost must not be close to that. +-10% is strick (or just make sure everybody plays fairly.)
2) Make both sides pay D6/2 rounded up for commission.
Posted: Wed Aug 25, 2004 1:41 pm
by gken1
Our league uses a free agency system. We've cleaned it up pretty good after trial and error and feel it works pretty good. Requires some book keeping but keeps some "famous" players around and helps younger teams build up.
1. Anytime a player is cut and has 6 spp's or more he goes to Free-agency unless the player is made an assistant coach.
2. Players stay on the free-agency list for 1 year (4 majors) if they are over 31 spp's or have a niggle. 6-30 spp's players hang around til hired.
3. Player cost = base cost + spp's*2000. This keeps it so TR doesn't change when player is bought.
4. Only teams with TR <151 may buy free agents. This prevents developed teams from just replacing dead/niggled players with Free agents maintaining their place at the top of the league.
Posted: Thu Oct 20, 2005 5:12 pm
by Chairface
GRANDPAPANURGLE wrote:We have run a 12 team scheduled league for 4 seasons now and we have tried having open trade I.E. wood elves playing for lizardmen etc. It has worked out well for us as we only allow players of 11SPP or higher. we dont allow more than for players on a team that arent from your team list.
This has worked out well for us over 2 seasons, The leagues top teams are still the pure teams. but it makes for interesting games.
This may be a result of one of our many house rules as well but we dont have a porblem with it.
Yeah, it hasn't really created any over balanced teams. We do make sure that teams can't have more than 1 big guy, and that the position limits are strictly enforced. For instance for the first three seasons I had a dark elf team that had a beastman, Ogre and black Orc on the roster to give the front line a little more strength. This year I switched to my Lizardmen team and drafted A Dark Elf blitzer and thrower. Its a great team. Especially with the 1 in a million touchdown that I scored with the Kroxigor to beat Grandpapanurgle's Dwarfs......

Posted: Thu Oct 20, 2005 6:40 pm
by Khaine
Chairface wrote:GRANDPAPANURGLE wrote:We have run a 12 team scheduled league for 4 seasons now and we have tried having open trade I.E. wood elves playing for lizardmen etc. It has worked out well for us as we only allow players of 11SPP or higher. we dont allow more than for players on a team that arent from your team list.
This has worked out well for us over 2 seasons, The leagues top teams are still the pure teams. but it makes for interesting games.
This may be a result of one of our many house rules as well but we dont have a porblem with it.
Yeah, it hasn't really created any over balanced teams. We do make sure that teams can't have more than 1 big guy, and that the position limits are strictly enforced. For instance for the first three seasons I had a dark elf team that had a beastman, Ogre and black Orc on the roster to give the front line a little more strength. This year I switched to my Lizardmen team and drafted A Dark Elf blitzer and thrower. Its a great team. Especially with the 1 in a million touchdown that I scored with the Kroxigor to beat Grandpapanurgle's Dwarfs......

Hmm I want to play in your league
Khemri team with a wardancer, and a beast of nurgle. Talk about balance issues

I'm sure you have rules to prevent instances like this though

.