Alternative to Bank rules
Posted: Fri Jul 22, 2011 4:06 pm
A friend and myself were talking over Plasmoid's narrow tiers roster and the Galak wish list and it got me thinking of the Bank rules, spiralling expenses and the value of money in BB.
I'll admit I'm unclear as to the original purpose of SE, I'm not sure if it was meant to remove the excess money that advanced teams generate or if it was designed to cap the max TV teams could grow to. I know it tries to do both, but currently it is very unbalanced in it's effect, i.e. Elf like teams can hit it very quickly and it adversely affects their continued development due to their players propensity to die, whereas Bash teams can take a while to reach it and have usually developed a sizeable treasury, due both to the amount of games played before SE takes effect and low player turnover, so the impact of SE can take a long time to be felt.
Now while I see the proposed Bank rules will address the issue to prevent bash teams from hording it still feels a bit fidley, which got me thinking of the value of money in Blood Bowl.
It seems to me that winnings roll means different things to different teams and has different weight at different times. For example a Dwarf team only really needs 120k to buy a 12th player and an apothecary and it's pretty much done worrying about money. A Dark Elf team needs about 370k for an apoth, a 3th reroll and two Witch Elves, not to mention the all the stat breaks and deaths it will typically see in the interim.
Two extremes, but my gut feeling is that on average your winnings significantly reduces in importance after your 6th game, and we're left with developing mechanisms for removing the excess.
My idea was, 'why can't we put that money to work?' To that end you could be given a choice at the end of the match, either to roll for winnings, using the current system, or forego your winnings roll and roll for additional SPP instead. I looked on it as investing in the team, better training, facilities, etc.
Now the amount of SPP, the allocation, etc would need carefully consideration and testing, but to me it feels right. The first 6 games winnings would still be key, but then the teams who usually don't need the gold, instead of hording, it will be foregoing it to speed up the skill development of the team. The AG teams will probably still be racing a head in development terms, but hopefully not so much.
I'll admit I'm unclear as to the original purpose of SE, I'm not sure if it was meant to remove the excess money that advanced teams generate or if it was designed to cap the max TV teams could grow to. I know it tries to do both, but currently it is very unbalanced in it's effect, i.e. Elf like teams can hit it very quickly and it adversely affects their continued development due to their players propensity to die, whereas Bash teams can take a while to reach it and have usually developed a sizeable treasury, due both to the amount of games played before SE takes effect and low player turnover, so the impact of SE can take a long time to be felt.
Now while I see the proposed Bank rules will address the issue to prevent bash teams from hording it still feels a bit fidley, which got me thinking of the value of money in Blood Bowl.
It seems to me that winnings roll means different things to different teams and has different weight at different times. For example a Dwarf team only really needs 120k to buy a 12th player and an apothecary and it's pretty much done worrying about money. A Dark Elf team needs about 370k for an apoth, a 3th reroll and two Witch Elves, not to mention the all the stat breaks and deaths it will typically see in the interim.
Two extremes, but my gut feeling is that on average your winnings significantly reduces in importance after your 6th game, and we're left with developing mechanisms for removing the excess.
My idea was, 'why can't we put that money to work?' To that end you could be given a choice at the end of the match, either to roll for winnings, using the current system, or forego your winnings roll and roll for additional SPP instead. I looked on it as investing in the team, better training, facilities, etc.
Now the amount of SPP, the allocation, etc would need carefully consideration and testing, but to me it feels right. The first 6 games winnings would still be key, but then the teams who usually don't need the gold, instead of hording, it will be foregoing it to speed up the skill development of the team. The AG teams will probably still be racing a head in development terms, but hopefully not so much.