Getting closer to start playing
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Getting closer to start playing
Me and my playing pals are wondering if it's practically possible to let the teams evolve over multiple leagues and cups, that they keep their advancements to the next one?
A few questions:
1, What happens to a new team entering the the league, are they doomed to always loose?
2, How does the game handicap teams that has evolved over a long time? Will teams only become better and better?
Thanks.
A few questions:
1, What happens to a new team entering the the league, are they doomed to always loose?
2, How does the game handicap teams that has evolved over a long time? Will teams only become better and better?
Thanks.
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- daloonieshaman
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Re: Getting closer to start playing
#2) Depends on how nrtual your league is. With enough key attrition you high tv team implodes.
#1) new teams are screwed unless there are league rules in place.
#1) new teams are screwed unless there are league rules in place.
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Re: Getting closer to start playing
Okey. Have anyone any ideas for how to balancing this out?daloonieshaman wrote:#2) Depends on how nrtual your league is. With enough key attrition you high tv team implodes.
#1) new teams are screwed unless there are league rules in place.
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Re: Getting closer to start playing
The one that we used in our league was to force people to 'trim' their team down to a certain value at the end of each season. This didn't completely wipe out the improvements that coaches got for their team, but didn't allow experienced teams to be completely out of reach of new ones.
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Re: Getting closer to start playing
The inducement system means new teams have a chance of developing, but its generally develope or try and win it seems.
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Re: Getting closer to start playing
Consider inducements. A 1000 TV Orc team v.s. a 2000 TV opponent can Induce Morg, Ripper, a wizard, an extra RR or an Apothecary and a Bloodweiser Babe. That should help a lot!
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- GalakStarscraper
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Re: Getting closer to start playing
Funny ... I've seen a LOT of folks argue that large scale amounts of inducements favour the underdog.daloonieshaman wrote:#1) new teams are screwed unless there are league rules in place.
I don't think that is true ... but I've seen a lot of folks say it. Which means that there are a lot of people that would strongly disagree with your new teams are screwed statement.
theghr ... the inducement system is there to make sure that underdog (ie new) teams can enter into an experienced league and compete. The inducement system is aimed at giving the underdog a 35% win rate when facing overdogs.
So no ... new teams are not screwed ... on that note ... I completely disagree with daloonieshaman.
As for bigger teams ... the attrition factors caused by the inducements of the underdogs (chainsaws and such) and spiralling expenses removing their ability to quickly recover are part of the package to effect them.
IE ... the game is designed to deal with the issues you have listed. You don't need to do anything special to make it all work.
Tom
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Re: Getting closer to start playing

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Re: Getting closer to start playing
theghr wrote:1, What happens to a new team entering the the league, are they doomed to always loose?
If you have a league that is big enough to allow for this (say 8 or more teams), you could schedule the rookie teams to play against other rookie teams for the first few games of the season. This would give the rookies a chance to get a couple of skills before facing off against the returning teams
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Re: Getting closer to start playing
That's something we've done too - the league divided into two divisions with the top ranked teams in one half and the bottom ranked in the other half. Then they meet in the play offs. It means that new teams get more games where they aren't a massive underdog, and also gives less experienced coaches a bit more competition.
I too disagree with daloonieshaman - inducements help a lot, and teams catch up reasonably fast, but like Galak said, its not there to create an even playing field, and the problem is often that new teams are coaches by new coaches who just aren't as experienced as the rest of the league. My view is that the real question isn't the newness of the team, but the relatively ability of the coach. So if you've a big skill gap between coaches splitting into divisions based on the previous season's performance - with the worst performing teams and new teams all together - you get a more fun league. Everyone gets more challenging games during the regular season.
I too disagree with daloonieshaman - inducements help a lot, and teams catch up reasonably fast, but like Galak said, its not there to create an even playing field, and the problem is often that new teams are coaches by new coaches who just aren't as experienced as the rest of the league. My view is that the real question isn't the newness of the team, but the relatively ability of the coach. So if you've a big skill gap between coaches splitting into divisions based on the previous season's performance - with the worst performing teams and new teams all together - you get a more fun league. Everyone gets more challenging games during the regular season.
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Re: Getting closer to start playing
My league at the start of each season has a mixture of veteran teams and new teams. So far a vet team has never won the title at the end of a season dispite sometimes having a 500-900 TR advantage.daloonieshaman wrote:#1) new teams are screwed unless there are league rules in place.
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Re: Getting closer to start playing
The game has a decent handicap system now (inducements). This works well enough, so there is no reason new teams should be "screwed".
One weakness in the inducement system is that you need experience to pick the right inducements and play them properly (the game becomes yet more complicated for a rookie coach). So if the experienced team is played by an experienced coach, and the new team by a rookie or near-rookie coach, this will likely be a problem. A partial answer is for other experienced coaches to advise the rookie on his inducements (this can include advice from his opponent, if he is sporting).
All the best.
One weakness in the inducement system is that you need experience to pick the right inducements and play them properly (the game becomes yet more complicated for a rookie coach). So if the experienced team is played by an experienced coach, and the new team by a rookie or near-rookie coach, this will likely be a problem. A partial answer is for other experienced coaches to advise the rookie on his inducements (this can include advice from his opponent, if he is sporting).
All the best.
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Re: Getting closer to start playing
I have just finished a season (9 games) with a rookie norse team against TV1800-2200 teams, partly as a challenge, partly because my Chaos Dwarves just lost both Bulls and the mino.
Winning is definitely possible but you have to start your team in a different way than normal. I also was allowed a reset of my team halfway through.
I finished as 6 out of 10 teams.
I am planning to write a guide for playing with a lot of inducements, but some quick advises:
Start with an apo
Start with 3 rerolls.
Freeboot the big guy as mercenary for each game, preferable with a skill like guard (or mighty blow for the snow troll)
Get used to +2 fame against and the waisted SPP in star players, journeymen and mercenaries.
Get to know your star players
I am thinking humans for next season and plan to finish higher.
Winning is definitely possible but you have to start your team in a different way than normal. I also was allowed a reset of my team halfway through.
I finished as 6 out of 10 teams.
I am planning to write a guide for playing with a lot of inducements, but some quick advises:
Start with an apo
Start with 3 rerolls.
Freeboot the big guy as mercenary for each game, preferable with a skill like guard (or mighty blow for the snow troll)
Get used to +2 fame against and the waisted SPP in star players, journeymen and mercenaries.
Get to know your star players
I am thinking humans for next season and plan to finish higher.
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