MNG result - any good?
Moderator: TFF Mods
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
MNG result - any good?
I strongly consider to house rule out the Miss Next Game effect from the injury table (=they become Badly Hurt)
First I thought to exclude MNG-players for calculating the TR for handicap purposes but this seems a more elegant solution as MNGs:
1) do nothing except delude the TR difference, and
2) have no effect other than severaly decreasing your chances for the upcoming match after getting beaten up in your current match.
Both effects do disturb league play without adding any game mechanic to it (like team development or keeping teams in check etc).
What do you think about that?
First I thought to exclude MNG-players for calculating the TR for handicap purposes but this seems a more elegant solution as MNGs:
1) do nothing except delude the TR difference, and
2) have no effect other than severaly decreasing your chances for the upcoming match after getting beaten up in your current match.
Both effects do disturb league play without adding any game mechanic to it (like team development or keeping teams in check etc).
What do you think about that?
Reason: ''
- Gus
- Ex-Mega Star, now just a Super Star
- Posts: 1272
- Joined: Mon Feb 02, 2004 4:18 pm
- Location: France
i think there needs to remain a number of SI. your solution makes the game much less violent. if that's what you're after, fine, but i personnally think it's a bad idea.
you could, for example, replace all the MNG with a NI, and use a different version of the NI, for example the +1 to injury, or the same system as in the LRB4 except that the player only misses a _drive_, and you roll at the beginning of each drive. or something completely different, up to you to design and decide
you could, for example, replace all the MNG with a NI, and use a different version of the NI, for example the +1 to injury, or the same system as in the LRB4 except that the player only misses a _drive_, and you roll at the beginning of each drive. or something completely different, up to you to design and decide

Reason: ''
I do it for the pun of it !
-
- Legend
- Posts: 2741
- Joined: Sun Feb 22, 2004 5:58 pm
- Location: Watching the great unclean armpits of a Beast Of Nurgle
- Contact:
The whole point of MNGs is to be a penalty for careless play. Wood Elves etc are stimulated to have a full roster instead of just 11, possibly 12, players. This helps to balance high TR games as they won't have all their players available each match. If severely beaten up it can become a problem. Just not counting MNGs for TR calculation would be a mid-way solution.
Reason: ''
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
I disagree. Death, Nigglings and Stat decreases are for player turnovers. Badly Hurt for swinging the match in your favour by removing opponent players from the pitch. But what is MNG for? Just penalising the next match.Duke Jan wrote:The whole point of MNGs is to be a penalty for careless play.
And please explain "careless play"???
Reason: ''
-
- Legend
- Posts: 4865
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Bloodbowl Heaven
- Contact:
I think if you remove MNG it devalues the apoth. I will apoth MNG if it is on an important player, so that he will be there for the next game.narkotic wrote:I disagree. Death, Nigglings and Stat decreases are for player turnovers. Badly Hurt for swinging the match in your favour by removing opponent players from the pitch. But what is MNG for? Just penalising the next match.Duke Jan wrote:The whole point of MNGs is to be a penalty for careless play.
If you don't like MNG, replace them with Stat decreases or Niggles....ie:
1-3 BH, 4 Niggle, 5 Stat decrease, 6 Death.
Also in scheduled play it might be incentive to "bang your opponent up" because you need him to lose the next game so you can get into the play offs.
Reason: ''
NFL: Praise NUFFLE!!!
Ronin Nuffle Lover.....Want a piece of me?
Werewolf Gambler
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,gken1,white,blue.png[/img][/url]
Ronin Nuffle Lover.....Want a piece of me?
Werewolf Gambler
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,gken1,white,blue.png[/img][/url]
-
- Super Star
- Posts: 1074
- Joined: Mon Jan 10, 2005 3:48 pm
Similarly the threat of a MNG, or the fact that you have suffered some already, may be enough to persuade a coach that the risk necessary to win a game is not worth the possibility of losing another player. For example a WElf coach might decide that leaping into a cage to stop a TD isn't worth the risk of losing the Wardancer as he is already down to 10 men for the next game.gken1 wrote:Also in scheduled play it might be incentive to "bang your opponent up" because you need him to lose the next game so you can get into the play offs.
With no MNG high risk/high reward plays are more like medium risk/high reward plays.
Reason: ''
Mordredd's Apocalypse: the Old World's premier Dwarf Magnet. :-?
-
- Da Collector
- Posts: 3760
- Joined: Thu Jan 02, 2003 4:27 pm
The problem is that you can't control the type of CAS you receive from your gameplay. I think only the minority (15-20%??) of CAS you suffer is from failed GFIs, leaps and doges. Mostly you get Blocked/Fouled/Pushed out of bonds and even considering the fact that low AV teams suffer more CAS (which is a balance issue) MNG does nothing to tie one matches lucky/unlucky CAS rolls with the outcome of the next match in a way not sensible to me
BH = war of attrition, AG teams can score much and fast, bashy teams try to clear the pitch/get numerous advantage
NI/Death = Player turnover, low AV teams suffer more to balance their abilities, aging should keep high AV players and top scorers in check.
MNG = You had bad luck with your CAS rolls (regardless if you played risky or not) and this bad luck will affect your next match.
You tell me that coaches play accordingly if they wanna risk a MNG? My case is that when you suffer three MNG instead of BH (which has the nearly the same chance of happening) that coach is most propably doomed to lose his next match as well only because his previous opponent rolled 3x times a 4/5 instead of 1-3??
BH = war of attrition, AG teams can score much and fast, bashy teams try to clear the pitch/get numerous advantage
NI/Death = Player turnover, low AV teams suffer more to balance their abilities, aging should keep high AV players and top scorers in check.
MNG = You had bad luck with your CAS rolls (regardless if you played risky or not) and this bad luck will affect your next match.
You tell me that coaches play accordingly if they wanna risk a MNG? My case is that when you suffer three MNG instead of BH (which has the nearly the same chance of happening) that coach is most propably doomed to lose his next match as well only because his previous opponent rolled 3x times a 4/5 instead of 1-3??
Reason: ''
-
- Legend
- Posts: 4865
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Bloodbowl Heaven
- Contact:
yes. but that coach could've used apoth on one of those MNG to prevent a player from missing the next game instead of saving it for possible death/niggle.narkotic wrote: You tell me that coaches play accordingly if they wanna risk a MNG? My case is that when you suffer three MNG instead of BH (which has the nearly the same chance of happening) that coach is most propably doomed to lose his next match as well only because his previous opponent rolled 3x times a 4/5 instead of 1-3??
this actually happened in my last game with my DE vs HE. I inflicted 6 cas...3 BH, 3 MNG. He never used his apoth. Sorry but if he wants to have players for his next game he should've used his apoth on one of thsoe MNG, instead of waiting for an injury that may not happen.
Plus if the coach uses his apoth on a MNG then he might've been able to prevent the other MNG by providing assist...getting in way, etc.
Reason: ''
NFL: Praise NUFFLE!!!
Ronin Nuffle Lover.....Want a piece of me?
Werewolf Gambler
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,gken1,white,blue.png[/img][/url]
Ronin Nuffle Lover.....Want a piece of me?
Werewolf Gambler
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,gken1,white,blue.png[/img][/url]
-
- Legend
- Posts: 2741
- Joined: Sun Feb 22, 2004 5:58 pm
- Location: Watching the great unclean armpits of a Beast Of Nurgle
- Contact:
-
- Legend
- Posts: 4865
- Joined: Thu Jan 01, 1970 12:00 am
- Location: Bloodbowl Heaven
- Contact:
exactly. if you don't want to take the risk, live with the miss next. permanents are rare enough.....there has to be some thought with apoth use.narkotic wrote:hmm, actually I do spare my apo for healing permanent damage, I'd only use him for MNG if it's at the very end of the match.(but this differs from coach to coach of course)
Reason: ''
NFL: Praise NUFFLE!!!
Ronin Nuffle Lover.....Want a piece of me?
Werewolf Gambler
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,gken1,white,blue.png[/img][/url]
Ronin Nuffle Lover.....Want a piece of me?
Werewolf Gambler
[url=http://www.sloganizer.net/en/][img]http://www.sloganizer.net/en/image,gken1,white,blue.png[/img][/url]