Tweaking the Skill System
Posted: Sat Apr 02, 2016 7:39 am
Hi all,
I've always been about variety in BB.
But when it comes to skills, there is Little. A few skills get picked the vast majority of the time, while quite a few hardly get picked, ever. For example, there are 10 mutations. Claw gets picked a lot. 2 heads is 1-per-team. Everything else is mostly ignored.
Trumpkin recently wrote an article about underused skills. I loved it. Check it out:
http://www.thenaf.net/2016/03/low-tier- ... OI,F020A,1
But unfortunately, IMO, the fun skills are great when the right situation occurs, but you just get way more mileage out of the standard choices.
The CRP TV-system and handicap system (inducements) compounds this, because CRP tried to make TV more accurate and the handicap system better. Meaning that if you do anything sub-optimal, then you're likely to suffer the consequences.
Now, it would be interesting to rework the skill system entirely. It could also be a mess.
So I was thinking, how about just tweaking the TV-impact of the skills?
It might seem like too small a thing, but just think the kind of antics people pull in order to maintain TV-efficiency. Firing linemen with too many skills. Firing players with minor injuries. Cutting roster to 11 (to avoid CPOMB). Asking for every 40 points of TV to "will this compare favoirably to Claw + Mighty Blow" - and nothing will. And generally tring to min-max the hell out of the system.
The idea is simple: Rather than all skills being 20K, the very best ones would be 30K, and the weaker ones would be 10K.
It just might make you not consider block, if you could get 2 or even 3 skills for the same TV cost instead.
This is my first take. I'm open to discussion.

Thoughts?
Martin
I've always been about variety in BB.
But when it comes to skills, there is Little. A few skills get picked the vast majority of the time, while quite a few hardly get picked, ever. For example, there are 10 mutations. Claw gets picked a lot. 2 heads is 1-per-team. Everything else is mostly ignored.
Trumpkin recently wrote an article about underused skills. I loved it. Check it out:
http://www.thenaf.net/2016/03/low-tier- ... OI,F020A,1
But unfortunately, IMO, the fun skills are great when the right situation occurs, but you just get way more mileage out of the standard choices.
The CRP TV-system and handicap system (inducements) compounds this, because CRP tried to make TV more accurate and the handicap system better. Meaning that if you do anything sub-optimal, then you're likely to suffer the consequences.
Now, it would be interesting to rework the skill system entirely. It could also be a mess.
So I was thinking, how about just tweaking the TV-impact of the skills?
It might seem like too small a thing, but just think the kind of antics people pull in order to maintain TV-efficiency. Firing linemen with too many skills. Firing players with minor injuries. Cutting roster to 11 (to avoid CPOMB). Asking for every 40 points of TV to "will this compare favoirably to Claw + Mighty Blow" - and nothing will. And generally tring to min-max the hell out of the system.
The idea is simple: Rather than all skills being 20K, the very best ones would be 30K, and the weaker ones would be 10K.
It just might make you not consider block, if you could get 2 or even 3 skills for the same TV cost instead.
This is my first take. I'm open to discussion.

Thoughts?
Martin