My beef with the bank!
Posted: Mon Sep 12, 2011 1:56 am
I'm not a fan of the Bank Rules going around at the moment. I know that they're an old rule coming back again, but something about it just grinds my gears... I spent the night thinking about it and I think I know why I hate it so much and have come up with a few solutions too.
Okay here we go.
Some time ago I suggested that we could start to implement a Cash based inducement. Something that you could purchase as an inducement that would benefit your team in later games, but would have no affect on the game you were playing. The idea was shouted down in part because the BBRC thought that they didn't want the inducements to affect future games.
That the inducement system should only affect the current game.
And that's the niggling doubt that 'the bank' leaves me. That by including the treasury in the Team Value, you are in affecting the current game's outcome, but the cash stored offers no in game benefits. For the Inducement system to work properly, you cannot artificially boat the team value. The value of the team taking the pitch can only be represented by the value of the team that can be used that game.
For example, I'm saving some money to buy a Beast of Nurgle (or whatever) or maybe I'm worried about my wood elves so I want to keep some treasury in the kitty for that rainy day. If I get to 150k (remembering that the first 100k is free), I give my opponent a free babe, or card. And that only just covers the cost of a wardancer. If I want to include a lineman in that insurance, well now we're talking about giving away free Re-rolls and apothecaries and lord knows what else. My opponent will receive an "in game" benefit, and I will not. Under a bank style system, I must sacrifice in game benefits for future game ones. On the other hand, I could be losing potential in game benefits to use against higher TV opponents...
If that's the case, why not let underdogs spend treasury to buy inducements? It would be the opposite effect as the bank. Sacrifice future game benefits for an in game one.
So because of Treasury affecting TV, I don't like the bank system.
~
Now, like I said... I offer potential solutions.
At it's core the Bank rule is an attempt to reign in resilient teams. If your team can resist injury, it can build a massive treasury, then you won't ever struggle to replace the injured players… On the other hand, teams with a high turn over can get into a nose dive as players die off and you struggle to get the winnings together to keep buying them back.
So with those benefits in mind...
1) Treasury Limit. - You could call it Salary Cap or Corrupt Accounts or whatever. Place an upper limit on the treasury and you limit a team's ability to plan ahead. On its own this means little. If I can stick pile 250k reliably then what's the penalty? So it must be combined with the proposed new spiralling expenses.
I can say first hand that the new spiral is great for reigning in high TV teams. It almost penalises teams for reaching high TV! As you get ever higher your winnings slowly disappear. Get higher still and your treasury goes with it. Combine this with a 1 on the winnings roll and you can see your treasury vanish right before your eyes. The best part is that resilient teams will eventually over reach the TV ceiling and then a lost player will do nothing to their treasury. Get a 4-5 skill CD killed and it drops your Spiral from -70 to -50… So at best you can get maybe 10k or 20k each game if you roll max winnings. Roll poorly and you're back to square 1. You never get to buy back that dwarf!
Which brings me to my second suggestion.
2) Scaled Spiral - If there was a slow/fast spiral, you wouldn't need to worry about the Treasury for big teams, it'd just get swallowed! Say Spiralling Expenses starts at 1800k TV and pinches you 10k, then each 100k TV beyond it increases by another 10k... (just as proposed) but then once you reach a set level (say 2200k) it increases by 20k.
So ..
1810k = -10
1910k = -20
2010k = -30
2110k = -40
2210k = -50
2310k = -70
2410k = -90
Etc...
Now low TV teams can keep money without any penalties. High TV teams can keep it too, and benefit accordingly from doing so, but the benefits are not long term... continued success only steepens the curve and destroys the treasury. Forcing a dip below the ceiling TV.
You won't punish teams for being scared of their low AV and wanting to keep money for the eventual implosion. You will punish High AV teams for building too many star players and overreaching the invisible salary cap.
Best of all, a commissioner can very easily change the values to cater to his league. If they want high TV, they can raise the lower and upper limit… if they want low TV teams, he can lower them… or any combination for whatever reason.
Say No to the Bank!
Okay here we go.
Some time ago I suggested that we could start to implement a Cash based inducement. Something that you could purchase as an inducement that would benefit your team in later games, but would have no affect on the game you were playing. The idea was shouted down in part because the BBRC thought that they didn't want the inducements to affect future games.
That the inducement system should only affect the current game.
And that's the niggling doubt that 'the bank' leaves me. That by including the treasury in the Team Value, you are in affecting the current game's outcome, but the cash stored offers no in game benefits. For the Inducement system to work properly, you cannot artificially boat the team value. The value of the team taking the pitch can only be represented by the value of the team that can be used that game.
For example, I'm saving some money to buy a Beast of Nurgle (or whatever) or maybe I'm worried about my wood elves so I want to keep some treasury in the kitty for that rainy day. If I get to 150k (remembering that the first 100k is free), I give my opponent a free babe, or card. And that only just covers the cost of a wardancer. If I want to include a lineman in that insurance, well now we're talking about giving away free Re-rolls and apothecaries and lord knows what else. My opponent will receive an "in game" benefit, and I will not. Under a bank style system, I must sacrifice in game benefits for future game ones. On the other hand, I could be losing potential in game benefits to use against higher TV opponents...
If that's the case, why not let underdogs spend treasury to buy inducements? It would be the opposite effect as the bank. Sacrifice future game benefits for an in game one.
So because of Treasury affecting TV, I don't like the bank system.
~
Now, like I said... I offer potential solutions.
At it's core the Bank rule is an attempt to reign in resilient teams. If your team can resist injury, it can build a massive treasury, then you won't ever struggle to replace the injured players… On the other hand, teams with a high turn over can get into a nose dive as players die off and you struggle to get the winnings together to keep buying them back.
So with those benefits in mind...
1) Treasury Limit. - You could call it Salary Cap or Corrupt Accounts or whatever. Place an upper limit on the treasury and you limit a team's ability to plan ahead. On its own this means little. If I can stick pile 250k reliably then what's the penalty? So it must be combined with the proposed new spiralling expenses.
I can say first hand that the new spiral is great for reigning in high TV teams. It almost penalises teams for reaching high TV! As you get ever higher your winnings slowly disappear. Get higher still and your treasury goes with it. Combine this with a 1 on the winnings roll and you can see your treasury vanish right before your eyes. The best part is that resilient teams will eventually over reach the TV ceiling and then a lost player will do nothing to their treasury. Get a 4-5 skill CD killed and it drops your Spiral from -70 to -50… So at best you can get maybe 10k or 20k each game if you roll max winnings. Roll poorly and you're back to square 1. You never get to buy back that dwarf!
Which brings me to my second suggestion.
2) Scaled Spiral - If there was a slow/fast spiral, you wouldn't need to worry about the Treasury for big teams, it'd just get swallowed! Say Spiralling Expenses starts at 1800k TV and pinches you 10k, then each 100k TV beyond it increases by another 10k... (just as proposed) but then once you reach a set level (say 2200k) it increases by 20k.
So ..
1810k = -10
1910k = -20
2010k = -30
2110k = -40
2210k = -50
2310k = -70
2410k = -90
Etc...
Now low TV teams can keep money without any penalties. High TV teams can keep it too, and benefit accordingly from doing so, but the benefits are not long term... continued success only steepens the curve and destroys the treasury. Forcing a dip below the ceiling TV.
You won't punish teams for being scared of their low AV and wanting to keep money for the eventual implosion. You will punish High AV teams for building too many star players and overreaching the invisible salary cap.
Best of all, a commissioner can very easily change the values to cater to his league. If they want high TV, they can raise the lower and upper limit… if they want low TV teams, he can lower them… or any combination for whatever reason.
Say No to the Bank!