Fan factor and Gate
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Fan factor and Gate
I was just wondering:why does fan factor have so much influence with the kick-off table, and not the actual number of fans each team brings to the game? I mean, if my opponent with 10 factor rolls 25 on the gate, and I roll 50 with 12 fan factor, how come that I only get a +2 on a pitch invasion or throw a rock, when I have double the fans he has?
Even more, if I have 176 TR and he has 174, he gets more cash than I do (besides the +1 for winning the match). But it's my fans that made the money, not his!!!
I brought this up because I seem to throw very high on my gate rolls most of the time, and my opponents don't. For almost every die roll in the game a good roll is a bonus for the coach who rolls it, and a bad roll is a penalty for the coach who rolls it. The gate seems to be the only exception to that "rule". I even begin to wonder if a high fan factor is a good thing to start with, because you not only help yourself, but also your opponents.
Any thoughts on this???
Even more, if I have 176 TR and he has 174, he gets more cash than I do (besides the +1 for winning the match). But it's my fans that made the money, not his!!!
I brought this up because I seem to throw very high on my gate rolls most of the time, and my opponents don't. For almost every die roll in the game a good roll is a bonus for the coach who rolls it, and a bad roll is a penalty for the coach who rolls it. The gate seems to be the only exception to that "rule". I even begin to wonder if a high fan factor is a good thing to start with, because you not only help yourself, but also your opponents.
Any thoughts on this???
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Because Fan Factor not only represents how popular the team is, but also how good the fans are in cheering for the team and how aggressive their hooligans are. In 2nd edition Blood Bowl Fan Factor was actually divided into three different values (Fame, Chant and Hooligans, IIRC).
ljm
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Re: Fan factor and Gate
[quote="Remco"]
Even more, if I have 176 TR and he has 174, he gets more cash than I do (besides the +1 for winning the match). But it's my fans that made the money, not his!!!/quote]
When you last attended a sporting event, did they ask you when you bought your ticket which team you were there to see?
Also a +2 on say, a "Cheering Fans" result is very significant. Even if you roll a 1, your opponent still only has a 50% chance to beat you... it turns a 42/17/42% chance of win/tie/loss into a 72/11/17%..
And like ljm said, FF is also a measure of the 'quality' of your fans, not just the quantity. As another point, do you really want the mess of having to convert gate into a fair dice roll?
Even more, if I have 176 TR and he has 174, he gets more cash than I do (besides the +1 for winning the match). But it's my fans that made the money, not his!!!/quote]
When you last attended a sporting event, did they ask you when you bought your ticket which team you were there to see?
Also a +2 on say, a "Cheering Fans" result is very significant. Even if you roll a 1, your opponent still only has a 50% chance to beat you... it turns a 42/17/42% chance of win/tie/loss into a 72/11/17%..
And like ljm said, FF is also a measure of the 'quality' of your fans, not just the quantity. As another point, do you really want the mess of having to convert gate into a fair dice roll?
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- gallowin
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Always take high FF
First off let's ignore the kick-off table & your opponent's FF. When are you going to make $$$ in the game? Only when your team rating is low and your high FF gives you a decent bonus. Otherwise you're only making +1 every game and start struggling if you lose key players.
Benefits from the kick-off table & having a high FF are just cake.
Benefits from the kick-off table & having a high FF are just cake.
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In real life, the home team gets all the tickey money, so don't come to me with a "real life" comparison here.When you last attended a sporting event, did they ask you when you bought your ticket which team you were there to see?
Second of all, how hard is it to let coaches roll the gate money modifier for themselves? Just take the current table, divide the gate numbers by two and let that be the gate an individual coach has to roll to get a modifier. The added result will stay the same, but coaches get different modifiers depending on the attendances of their own fans.
The main reason I posted this is because the gate roll is the only roll that is not working in a win/lose way. All other rolls have a "one coach wins, the other loses" way over them. The only time the opposing coach will actually curse instead of cheer when I throw straight 1's, is with the gate roll. This just seems weird to me.
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According to the fluff, there are no home or away teams since the games are being played on venues "owner either by the Colleges of Magic or by large towns and cities. They are not normally owned by Blood Bowl teams themselves." So the game organized pays for the teams according to the amount of fans that show up.Remco wrote: In real life, the home team gets all the tickey money, so don't come to me with a "real life" comparison here.
Also, not all Fans who show up are your supporters. When I go to see ice hockey, I go only if the opponent is an interesting one. Therefore their "Fan Factor" brought me to the match, but I won't be much use when they roll for their "Cheering Fans"!
ljm
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Exactly, and in BB there are no home and away teams (unless you've made up house rules). So figure that normally, every team would have half it's games away, and half it's games at home. If the NJ Devils play the Philly Flyers at Continental Airline Arena, all those Philly fans are bringing the Devils' organization money. Same happens vice-versa. So if you just cut the profits from the gate in half, it's about the same thing.Remco wrote:In real life, the home team gets all the tickey money...When you last attended a sporting event, did they ask you when you bought your ticket which team you were there to see?
The teams with higher FF will only be getting the same earnings as the team with lower FF, in the game when they play each other. If they then go on to both play the same 4 other teams, the team with higher FF will, on average, end up with more earnings.
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That all may be true, but that still doesn't account for the fact that the gate roll is the only roll an opposing coach likes you to throw sixes, where any other die roll in the game where you throw a six he won't be happy.
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Yeah, I really wish...
... that they would split them. 'Couple of nights ago I had to make a decision to forfeit a game
The penalties are severe enough without my opponent getting my gate, which he was estatic when I rolled a six!
Yeah, the ONLY time when one rolls a six and his opponent is happy
Me:
"You can't outrun this: (1)(1)"


The penalties are severe enough without my opponent getting my gate, which he was estatic when I rolled a six!

Yeah, the ONLY time when one rolls a six and his opponent is happy
Me:

"You can't outrun this: (1)(1)"
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Remco: so? Not every dice roll has to be equal in that sense. It makes perfect sense that both coaches want as many fans as possible to turn up.
Also: both coaches rolling a separate gate roll is a house rule! Rules tell us to roll only once, with a number of dice equal to the sum of the fan factors.
Also: both coaches rolling a separate gate roll is a house rule! Rules tell us to roll only once, with a number of dice equal to the sum of the fan factors.
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[url=http://www.talkbloodbowl.com/phpBB2/viewtopic.php?t=3460]-[/url]Teemu
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Mestari, first of all the separate gate roll was a suggestion of mine, I don't actually use it. I agree that it has to be house ruled and only if all players in a league feel like it.
The second thing about the dice roll: I think it should be equal in that sense. The game consists of two things: Strategy and Luck. Both are significant enough to influence a game. If my only luck is to roll high on the gate (which oddly enough seems to be true for me), I'd like that as much to be only benificial to me as the lucky dice rolls the opposing coach makes with his blocks, armour/injury rolls and other stuff.
That's the thing what's ticking me off: in the long run, all lucky and unlucky rolls even out, but my lucky rolls are also helping the other coaches (by making more money). On the other hand, their lucky rolls aren't helping me the least bit.
The second thing about the dice roll: I think it should be equal in that sense. The game consists of two things: Strategy and Luck. Both are significant enough to influence a game. If my only luck is to roll high on the gate (which oddly enough seems to be true for me), I'd like that as much to be only benificial to me as the lucky dice rolls the opposing coach makes with his blocks, armour/injury rolls and other stuff.
That's the thing what's ticking me off: in the long run, all lucky and unlucky rolls even out, but my lucky rolls are also helping the other coaches (by making more money). On the other hand, their lucky rolls aren't helping me the least bit.
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Wait..you're suggesting a house rule because you happen to defy the law of averages on the gate roll? What are we talking about here, your opponents gaining an extra 10 or 20K as well as you?
Personally I'd be surprised if over say, 10 games there was any significant variation in 7,000 fans per 2FF. The more so the higher your FF.
Now I'm not much of a mathemetician, but the law of averages has to hold truer on the gate than any other facet of BB simply because you're rolling multiple dice and looking at the sum total.
Personally I'd be surprised if over say, 10 games there was any significant variation in 7,000 fans per 2FF. The more so the higher your FF.
Now I'm not much of a mathemetician, but the law of averages has to hold truer on the gate than any other facet of BB simply because you're rolling multiple dice and looking at the sum total.
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