Fixed League, Fixed TV target?
Posted: Wed Apr 22, 2009 4:39 pm
Hey, guys,
I'm looking for a simple, holistic solution to my problem with the current inducement structure given my league's preferred form. Way back when, we established this cool fixed format that we really liked and contained a lot of built-in workarounds to the balance issues of the day. We like our workarounds, but the logic has changed, and we're finding that LRB5 Inducements tend to punish successful teams in fixed formats, which is very frustrating given our season structure. The initial instinct is to limit the allowed inducements, but that reduces the fun factor.
Each week, each team will be up against an opponent who has played the same number of games, and the season will start at TV 1.1M, lasting about 12 games plus 3-5 games in a tournament. The regular season is for seeding only: everybody makes the tourney, though some have a steeper hill to climb than others. Since all teams have the same number of games under their belt and most teams are still on their way up when the season ends, healthy teams will tend to maintain similar TVs (with a few exceptions).
Here's the kicker.
Instead of comparing your TV to opponent's TV in the pre-match, compare your TV in the post-match to a target TV to determine what if any inducements your team receives in the next match. This target TV is 1M, plus some amount (I'm thinking 40k-50k) per match played. If your TV is less than this, you receive the difference in inducements. If not, congratulations. To avoid confusion, money appropriated to cards goes into a "card-fund", and doesn't have to be dedicated to specific draws until the start of the next match.
So the overdog might get inducements too. Perhaps throw in a bit to slow down any runaways, like say an extra 50k in card fund for each full 100k the opponent is over the target. WDYT?
Added benefit, this gives me more flexibility to deal with my old-timers, who would be very happy with major changes in the Journeyman rule that didn't involve added complexity. With these rules, I could take JMs clean out, and still never see a team go below 11 players.
I'm looking for a simple, holistic solution to my problem with the current inducement structure given my league's preferred form. Way back when, we established this cool fixed format that we really liked and contained a lot of built-in workarounds to the balance issues of the day. We like our workarounds, but the logic has changed, and we're finding that LRB5 Inducements tend to punish successful teams in fixed formats, which is very frustrating given our season structure. The initial instinct is to limit the allowed inducements, but that reduces the fun factor.
Each week, each team will be up against an opponent who has played the same number of games, and the season will start at TV 1.1M, lasting about 12 games plus 3-5 games in a tournament. The regular season is for seeding only: everybody makes the tourney, though some have a steeper hill to climb than others. Since all teams have the same number of games under their belt and most teams are still on their way up when the season ends, healthy teams will tend to maintain similar TVs (with a few exceptions).
Here's the kicker.
Instead of comparing your TV to opponent's TV in the pre-match, compare your TV in the post-match to a target TV to determine what if any inducements your team receives in the next match. This target TV is 1M, plus some amount (I'm thinking 40k-50k) per match played. If your TV is less than this, you receive the difference in inducements. If not, congratulations. To avoid confusion, money appropriated to cards goes into a "card-fund", and doesn't have to be dedicated to specific draws until the start of the next match.
So the overdog might get inducements too. Perhaps throw in a bit to slow down any runaways, like say an extra 50k in card fund for each full 100k the opponent is over the target. WDYT?
Added benefit, this gives me more flexibility to deal with my old-timers, who would be very happy with major changes in the Journeyman rule that didn't involve added complexity. With these rules, I could take JMs clean out, and still never see a team go below 11 players.