I was thinking TV, but 150k is a nice alternative.dode74 wrote:Matt - 10% of what? Of your treasury?
What teams are unable to hoard cash? There's a period when teams flirt with going broke, and sure, heavy teams take a little less damage so start hoarding faster, but those are usually the teams that get less mileage from inducements (especially Wizards). It's not like they can do it really honestly every game: they have to build up to burn off, and at 50k-ish per match all told they can only splash cash for a Wiz once every 3 games on average. They're gonna save that splash for important games, or for games as a 60k-90k underdog, so they can add 150k TV and not give up a 100k inducement. Me, I never spend Petty Cash in a non-elimination game. Nuffle doesn't like it, and it always backfires.dode74 wrote:Even then a wizard can be bought every game by teams able to hoard cash, which is something other teams cannot do.

I agree in principle, but I'm not sure what that really means on the ground.dode74 wrote:We agree that you'd choose the "best value" inducements first with large amounts of inducements.
* I frequently find that I have just enough money for that cool Star and a Wizard, and I'm really fretting that I can't get the Babes I need to keep my numbers up and let me save my Apothecary. If my opponent spends 150k in Petty Cash, well, I even get a card too! Or I can downgrade to one Babe and take a Bribe… choices.
* People are bad at choosing inducements, and at estimating their value. People like the shorthand "Wizard Good" and it's not a terrible thing, but the truth is that when you're picking your inducements you often find yourself looking at two comparable tracks, and after the game is over you often find yourself wishing you'd gone the other way. If your opponent splashes for a Wizard, just accept you don't know enough to be confident that you had just enough to get all and only the best.
* Value isn't an equal proposition between the teams. Some races have certain key inducement levels where they're especially effective. Some teams have stars that are really good only against certain opponents. Some teams have stars that complement one kind of team build with that race, but not another. Some teams turn Wizards into touchdowns, others just get an edge in the scrum.