Thanks a lot for the answer!
harvestmouse wrote:Hi, I found myself in a similar boat. [...] I have 90 teams with the Elfheim Eagles being hot favourites, to retain their title and win it for the 3rd time.
That sounds really cool! We only have time for around one game a week, so playing all the matches (20 every in-game week) would be a never ending story. Works much better with the automated results

In our league, the Eagles did not perform very well last season. They have bought Lucien Swift this year so they might turn things around.
harvestmouse wrote:
What I have found is that all teams should play the same amount of games. If they don't it just doesn't work out fair. So there are 3 ways you can do this.
1. The best way is straight out divisional leagues. Leagues suits BB very well as teams play other teams of around their level. In fact if you have lots of depth, it negates the need for handicapping.
2. If teams are knocked out, they have a cup/league/friendly matches to compensate. If you base it on an NFL format (like the NAF from 2nd ed)
3. Base it on a similar system to the Belgian/Swiss football leagues. These are divisions (or mini divisions, so for example as 2nd ed NAF) and you move into another division when that finishes based on your finishing position.
Correct. If they don't play the same number of games, the TV distance grows. As the program to simulate results is based on TV difference, it makes good teams better and it stop being fun.
Option 2 could work, but it is not that fun to have lots of meaningless blood bowl matches (I know, oxymoron). We tried doing all the play-off, etc matches resurrection last year, but it doesn't feel right either. So what we would need is to bring teams after every season to a similar low TV point without having to restart completely the teams.
My main concern with this is that teams lose most SPPs but not the rest of the development (new/better positionals, etc) and expensive teams (dark elves, wood elves, for example) might benefit from it. They also usually suffer more casualties, so perhaps they cannot develop so much as it is short leagues. We will see after this season.
harvestmouse wrote:No offence but this is a terrible idea. The main thing is that it's tailoring teams to rely on these 2 players, and only these. This is what min-maxed teams tend to do. Also once players get higher in SPP the more imbalance there is. As well as these, not all players are created equally. Your Skaven have an OTTer and a CPOMBER while your zons just have 2 well endowed blitzers. This for me wouldn't work at all.
No offense taken
It is important to note seasons are short: 9 matches. Longer if you qualify for Cups, play-offs, etc, but at that point you are more interested in winning than team building

You need lots of luck to get a OOTer and a CPOMBer with skaven before they lose their SPPs. But it is true it is a problem on the long run (if we ever get that far) as perhaps you will not keep the gutter runner that got 3 normal skills that season but the one bought before the last match that got a lucky +MV.
Given most matches are not played but simulated, I am not sure it is really a big issue, though. Simulated matches are based on team TV. Having a better star player, other than the small addition in TV it gives, will be useful for the webpage when we update their file and create weekly DYK. Also, they can be injured/die in all those matches as easily as the next player on their position so it is down to their luck, really. And yes, it is not an optimal system but it was simple enough to create, which was our main concern. Also, it can give really hilarious results (for DYKs).
Those players can be a problem if they face one of the player teams in a game, but then you just have to suck it and try to get them. So I understand your point but I don't see it as a game breaker. NPC teams with a uber star might have a shitty performance, if they are unlucky in the simulator. This season, for example, the Reavers only have 1 victory so far even though they have Griff and Zug (house ruled)
If one of the player teams is lucky enough to get a good star player (my wardancer got +AG and +MV on her first skill ups), then that player will be facing a team that will try and take him out (as he is the main threat) every game. THey will likely not last too long as sooner or later, we all get nuffled.
But, I can see the point of the teams relying on those few players to be succesful. Somehow, it is an idea that I don't find that bad as it makes sense from a fluff perspective. What would the Gouged Eye be without Varag? Etc, etc.
I know it sound awefully like I am just trying to defend my idea and not listen, but I assure you it isn't the case!

Some teams have better potential that others under this system and in the long run it creates imbalance. It is a very good point to consider.
harvestmouse wrote:
time the skill up. If they fail the roll the player has been sold to a bigger league (team receive the money and lose the player).
It is a good idea, but from a fluff perspective, NAF *is* the big league :-/
Also, we never really liked the whole freebooter that shows up for one match idea. It makes sense for the game to be better, and give an edge to underdogs, etc, etc but it sounds like a weird concept for a "real" sport. I guess we can implement aging as you suggest. That should help with long term imbalance as it will recycle stars if it is done after each season. Maybe, once a player hs been selected, roll 2d6:
1st season after selected 10+ he retires
2nd 9+
3rd 8+
And then, keep it t 8+ afterwards.
Is that also a bad idea?
