Re-Drafting at season end
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Re: Re-Drafting at season end
You would be right.GalakStarscraper wrote:We can add this to the pile of questions ... I'd bet money that Foul CAS do NOT count towards re-drafting.
Post Match Sequence (page 24) Section 2 - Update team Stats
Add Cas to Casualties section - only count if they qualified towars earning SPP as per page 21.
Interestingly as written you get zero team cas in a friendly match as you cannot earn SPP and thus none of your casualties count.
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- Bakunin
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Re: Re-Drafting at season end
As it is written fouls does not give Spp, but blocking cas, fouls, chainsaws, stabs and bombs all give 5k to re-drafting.
And I must say that way is okay and fair.
And I must say that way is okay and fair.
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
- Darkson
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Re: Re-Drafting at season end
Not according to what Lyracian just posted (no dog in this fight, I think it needs Andy/James to give the definitive ruling either way and put it in the FAQ).Bakunin wrote:As it is written fouls does not give Spp, but blocking cas, fouls, chainsaws, stabs and bombs all give 5k to re-drafting.
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Re: Re-Drafting at season end
The way we have been recording things in our league may need adjustment then.
Although they don't earn a player SPP's if a person fails his own dodge or go for it and breaks a leg the other team gets a casualty for the event.
I like the boosted numbers to be honest.
If all teams are recording the same way I don't see any issue, however. It will apply for the most part equally across the board.
Although they don't earn a player SPP's if a person fails his own dodge or go for it and breaks a leg the other team gets a casualty for the event.
I like the boosted numbers to be honest.
If all teams are recording the same way I don't see any issue, however. It will apply for the most part equally across the board.
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Re: Re-Drafting at season end
Am I correct in thinking that friendly matches only serve to give 10k (plus 5k per td and cas) to the raising funds stage and d3 winnings. No spp or mvp at all seems quite a harsh price to pay for that.
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Re: Re-Drafting at season end
If a league uses a fixed games structure for each season structure I think the "friendly" match rules are fine. All teams play x games and this helps keep the playing field as fair as possible.
If the league doesn't use a fixed game structure (i.e. play as often or as little as you wish) for each season structure I don't like the concept of disallowing regular winnings, SPP's, or MVP. You have put in the time to play another game and also risked the chance of losing players or having them hurt. I would leave the rewards in this scenario exactly the same as a normal match.
In our league you would only play a friendly game if you wanted an extra match against a specific opponent. You can play each other player only once in the early and one in the late seasons. Sometimes you just want a double header and nobody else is available.
Cheers,
Michael
If the league doesn't use a fixed game structure (i.e. play as often or as little as you wish) for each season structure I don't like the concept of disallowing regular winnings, SPP's, or MVP. You have put in the time to play another game and also risked the chance of losing players or having them hurt. I would leave the rewards in this scenario exactly the same as a normal match.
In our league you would only play a friendly game if you wanted an extra match against a specific opponent. You can play each other player only once in the early and one in the late seasons. Sometimes you just want a double header and nobody else is available.
Cheers,
Michael
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Re: Re-Drafting at season end
I'm not sure a friendly game is worth the risk of losing key players without the reward of spp. Discussing it with my local coaches atm and considering setting BH as max injury for friendlies. We notmally have a set schedule league rather than an open challenge format.
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Re: Re-Drafting at season end
Just had another look at Death Zone. Here is what I can see:
Friendly Matches (differences during Post-Match Sequence):
1. No MVP's awarded
2. No League Points awarded
3. d3 winnings roll (instead of d6)
Friendly Matches (Resolving Downtime and Re-Drafting Sequences):
No differences - each friendly match contributes 10K per game and 5k per TD and CAS
That's it. Nowhere does it state SPP's or Injuries are dismissed in friendly matches from what I can see.
Cheers,
mb
Friendly Matches (differences during Post-Match Sequence):
1. No MVP's awarded
2. No League Points awarded
3. d3 winnings roll (instead of d6)
Friendly Matches (Resolving Downtime and Re-Drafting Sequences):
No differences - each friendly match contributes 10K per game and 5k per TD and CAS
That's it. Nowhere does it state SPP's or Injuries are dismissed in friendly matches from what I can see.
Cheers,
mb
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Re: Re-Drafting at season end
I don't have Deathzone in front of me atm but in the section about gaining spp it states they are gained in a Competition match which are the league games proper. We'll house rule it otherwise but that's how it's written.
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Re: Re-Drafting at season end
Star Player Points section, first sentence: "Players are able to earn Star Player Points (SPP) in Competition Matches."celticgriffon wrote:Nowhere does it state SPP's or Injuries are dismissed in friendly matches from what I can see.
What is a competition match?
League Seasons section, first sentence: "There are two types of game a team can play during a league: competition games and friendlies."
So, a friendly is not a competition game and you therefore cannot earn SPP for it.
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Re: Re-Drafting at season end
I believe the intent on a Competition Match includes both friendly and league matches.
Page 39 of DZ states additional rules for Exhibition Matches. This is why I am leaning towards this observation.
But we should likely get this clarified to avoid more confusion.
Michael
Page 39 of DZ states additional rules for Exhibition Matches. This is why I am leaning towards this observation.
But we should likely get this clarified to avoid more confusion.
Michael
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Re: Re-Drafting at season end
Exhibition Matches are specified as being "during the off-season, and sometimes during a season if there's nothing particularly exciting going on...". They are not the same thing as in-season matches which are either competition matches or friendlies.
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Re: Re-Drafting at season end
I haven't made any simulation with our league's team(our database is down to new site) but i have the strong impression that new rules on redrafting could push the game to the min/max universe
No interest to have all team skilled but i will have only 5 players super skilled that i'll bring every season. the rest of the team are cheap linemen
No interest to have all team skilled but i will have only 5 players super skilled that i'll bring every season. the rest of the team are cheap linemen
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Re: Re-Drafting at season end
I'm trying to look at it as a framework that Commissioners can tweak to fit their needs. I've got a spreadsheet that I'm throwing numbers into to try to find a good way for Commissioners to alter the values to suit their own purposes.
For instance, last year my league had nine teams and played a 16-game double-round-robin season. At the end of the season, the averages for the league were as follows:
Avg. 25 TD 30 CAS 2,026 TV
Given the DZ1 formula, teams on average would get 1,000,000 gold + 160,000 (for games) + 125,000 (for TDs) + 150,000 (for CAS) for a total of 1,435,000 gold. Not counting FF, which carries over, we'd be looking at a cap of about 1450 TV, which EVERY team in the league would have to cut in order to get under -- between 225,000 and 915,000 worth. (Note that these values are approximate, because we were using BB3-style TR instead of TV.)
I think a better thing for commissioners to do is to determine a target TV. Say, after a season, you want to aim to cap teams at about 1500TV. That means you want the average "bonus redraft money" to be worth about 500k gold. A certain portion of that should be based on number of games played, which is likely to be relatively close in most leagues. In my calculations, I set the game-based portion to 75%, meaning 75% of that 500k (375,000) should come from the games. That puts my per-game redraft payout to 25,000 (because I rounded up to the nearest 5000), giving teams 400,000 gold from their winnings. (In leagues with a less-fixed schedule, this could vary, but ours is a flat rate.)
Then I looked at the casualties and TDs in our league. Our league averages 15 TDs and 20 Casualties per team, which is a ratio of about 2 TDs to 3 Casualties, or 40:60. So I took the remaining amount between what my goal redraft money and my games budget was and divided that 40/60 and came up with values of 5000 per TD and 4000 per Casualty, for an average of 75000 from TDs and 80000 from Casualties.
Games Redraft Average (400,000) + TD Redraft Average (75,000) + Casualty Redraft Average (80,000) totals up to 555,000, which is in the ballpark of 1500TV when you include the base 1 million for redrafting.
When applied to the actual teams in our league and their actual production, we'd see this:
You can see from the above list that nearly every team takes a hit from this and has to ditch some Team Value, although two get an infinitesimal boost. Naturally the top teams get a little more to play with because they had the most TDs and Casualties, but that's to be expected. Some teams don't quite make it to 1500TV, but they are in the ballpark and there's a significant reduction in handicap between the top team and the bottom team (1170 at end of season, 530 based on DZ1 figures, 473 based on my custom figures).
This is all formula driven, so you could adjust your Target Team Value over the course of a number of seasons, to allow teams to grow but still re-balance them at the start of each season.
So like I said, I like the IDEA but feel like Commissioners should feel free to play with the values to suit their own purposes.
BTW, I'm happy to share my spreadsheet when I'm finished with it, in case anyone would like to use it themselves.
For instance, last year my league had nine teams and played a 16-game double-round-robin season. At the end of the season, the averages for the league were as follows:
Avg. 25 TD 30 CAS 2,026 TV
Given the DZ1 formula, teams on average would get 1,000,000 gold + 160,000 (for games) + 125,000 (for TDs) + 150,000 (for CAS) for a total of 1,435,000 gold. Not counting FF, which carries over, we'd be looking at a cap of about 1450 TV, which EVERY team in the league would have to cut in order to get under -- between 225,000 and 915,000 worth. (Note that these values are approximate, because we were using BB3-style TR instead of TV.)
I think a better thing for commissioners to do is to determine a target TV. Say, after a season, you want to aim to cap teams at about 1500TV. That means you want the average "bonus redraft money" to be worth about 500k gold. A certain portion of that should be based on number of games played, which is likely to be relatively close in most leagues. In my calculations, I set the game-based portion to 75%, meaning 75% of that 500k (375,000) should come from the games. That puts my per-game redraft payout to 25,000 (because I rounded up to the nearest 5000), giving teams 400,000 gold from their winnings. (In leagues with a less-fixed schedule, this could vary, but ours is a flat rate.)
Then I looked at the casualties and TDs in our league. Our league averages 15 TDs and 20 Casualties per team, which is a ratio of about 2 TDs to 3 Casualties, or 40:60. So I took the remaining amount between what my goal redraft money and my games budget was and divided that 40/60 and came up with values of 5000 per TD and 4000 per Casualty, for an average of 75000 from TDs and 80000 from Casualties.
Games Redraft Average (400,000) + TD Redraft Average (75,000) + Casualty Redraft Average (80,000) totals up to 555,000, which is in the ballpark of 1500TV when you include the base 1 million for redrafting.
When applied to the actual teams in our league and their actual production, we'd see this:
Code: Select all
TD Cas TR TV DZ1 Reduction Custom Reduction
Team 1 56 67 264 2640 1,775,000 865,000 1,948,000 692,000
Team 2 51 31 206 2060 1,570,000 490,000 1,779,000 281,000
Team 3 26 35 238 2380 1,465,000 915,000 1,670,000 710,000
Team 4 22 33 164 1640 1,435,000 205,000 1,642,000 (2,000)
Team 5 28 30 200 2000 1,450,000 550,000 1,660,000 340,000
Team 6 15 20 204 2040 1,335,000 705,000 1,555,000 485,000
Team 7 8 21 219 2190 1,305,000 885,000 1,524,000 666,000
Team 8 8 24 182 1820 1,320,000 500,000 1,536,000 284,000
Team 9 7 10 147 1470 1,245,000 225,000 1,475,000 (5,000)
25 30 203 2027 1,435,000 593,333 383,444
This is all formula driven, so you could adjust your Target Team Value over the course of a number of seasons, to allow teams to grow but still re-balance them at the start of each season.
So like I said, I like the IDEA but feel like Commissioners should feel free to play with the values to suit their own purposes.
BTW, I'm happy to share my spreadsheet when I'm finished with it, in case anyone would like to use it themselves.
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