Acerak wrote:
TJ, maybe you're using a different definition of "breaking even," but even at TR 151 you're going to get at least a -1 modifier on any gate of 41K or more. And that measn you're guaranteed to "break even" on a game. Even at TR 201, you can guarantee yourself money with a win and 61,000 fans. That's not tough at all.
Yes, sorry. I just meant breaking even on the MODIFIER. Not the overall winnings. Then when I roll 1's for winnings the last 4 games, it doesn't help either. Fortunately I won all but 1 of them as well. =^P
Acerak wrote:Judging by the feedback we've had here and on other forums, I'd have to say that the table is doing just fine. Give yourself more time to gauge its effects. Remember to look at the league as a whole, not just your own team.
Well I haven't been sneaking around looking at people's rosters, but when I talk to other coaches they generally seem to think I have a point about the winnings table being a bit rough.
Acerak wrote:If I could add one tweak right this minute, I'd make the lowest band "100 or less." (The second band would become "101-125," which would give this band a range of 25 TR rather than 26 TR.) That would place an extra 10K in the hands of every rookie team and add some simple consistency to the table.
I like that one.
Acerak wrote:If I could add a second tweak, however, I'd make negative money come out of your treasury and then add a small rule to cover any shortfall after that. But by most accounts, teams are capping out at 250 TR (give or take). And if that's really the case, we don't need to fiddle with the table, because the system as a whole is doing what it's designed to do..
I don't like that one. First of all, why is it important/necessary to have teams cap out at 250? To me, that sounds kinda like a d&d game where your characters can't go past 8th level or something. I think the fun of the game lies in team development, making cool players on cool teams. I guess that's probably the reason I don't like the expanded niggling injury section of the injury table. (Though I do actually like the aging rules)
So humor me for a minute. Everyone on here has been talking kinda like it's a given about why it's good to cap a team at a given level. Why it that the case?
Now, I'm partially just playing D.A. here, because as I mentioned I do like the
idea behind the new winnings table, which I guess means I also like the idea of some sort of cap where no matter what your FF is you can only get so big. But I've also had some TR 250 teams that were just starting to get really good.
I think what's happened is that we've nerfed out the natural attrition so much from the game with softer fouling and yougher penalties on it, not to mention the weakening of some important ST skills, that we've had to put in artificial caps that weren't necessary in the past.
Acerak wrote:We'll review this again in October, but we were all set to bring down the hammer on money before playtesting!

Cheers!
-Chet
You mean MORE??