Is this fair?

Got some ideas for rules? Maybe a skill change or something completely different!!! Tell us here.

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Fair? Fun?

Yeah!
2
6%
No!
6
18%
The +1 FAME part, but the turn limit should hit everyone.
21
62%
The +1 FAME part: what's this four-minute thing?
4
12%
The turn limit thing, but replace +1 FAME with another money mechanic.
1
3%
 
Total votes: 34

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Akka
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Post by Akka »

I just thought of an interesting twist on the topic of Fan Factor. Fans hate it when their team loose, and love it when they win. The home team could get automatic raise or lowering of Fan Factor if they win or loose. This is better for Agility-teams of course. Perhaps bashy teams (since you already divided the teams into speedy and bashy) would get this bonus if they inflicted more casualties than they recieved and vice versa.

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mattgslater
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Post by mattgslater »

@ Darkson: I'm looking for a minor on-field bump, small but noticeable, and a significant but not overwhelming cash infusion. 5k per match sounds about right, which +1 FAME or +1 Winnings would resolve. But also note that there are a lot of different skill levels in a small season, and any lopsided advantage distribution will tend to favor the underdog, so home field can have some oomph so long as it's equally distributed over the season and is only a difference-maker once in a while.

@ Akka: I like. It needs some work, though. I've been thinking about incorporating modifiers for relative records, TDs scored and Cas inflicted into FF rolls, but that's a big can of worms.

Given what I've heard so far, I'm starting to like just +1 FAME for the home team. The only downside I see is the occasional FAME 3 Pitch Invasion, but that doesn't actually allow for anything that couldn't otherwise happen: it just makes a freaky drive a tad more likely (after all, I got absolutely nuked on a FAME 0 Pitch Invasion a few weeks ago).

For the turn limit rule, I might ease the league into a turn limit rule by adding a rule that for the first half of the reg season the limit is 6 minutes, then 5 for the rest of the reg season, then 4 in the postseason; in future seasons it can be that schedule for expansion coaches and 4 minutes each for veterans. But the 6 mins home/ 4 mins away (or 7.5/5? Or 4 minutes with 10 min padding for the home team?) is kind of fluffy, and would give coaches the ability to alternate between having to hurry and being able to strategize at their own pace.

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Jural
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Post by Jural »

How about this for the rule:

If the home team loses the FAME roll, the team gains +1 FAME anyway.

It doesn't add to +2 FAME being the norm, but it does counter the FAME advantage of the other side a bit.

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mattgslater
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Post by mattgslater »

What would happen if 25% of games yielded 2 FAME? No team would ever play more than half its games with or against a net 2 FAME, mathematically (if you have to face 2 at home, you get 1 to counteract it).

Would this mean essentially that losing teams have to either win the AC/CL battle or give up TRRs on Bril Coaching and Cheering Fans? 'Cause I don't really have a big problem with that, though maybe it could use a balancing mechanism. Maybe add in a cash bonus for beating a team with a better record? I already have a mechanism to incorporate it.

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Post by Oxynot »

The additional FAME sounds like tidy solution. It both gives on-pitch assistance through the kick off table and more money. And it should not turn out to be a game decoder either. I like it.

I agree with many, that if there is a turn limit, it should affect everyone. If everyone in the league agrees, it would probably be best that it is four minutes straight from the beginning. It'll only screw up one match, if any, you tend to learn quickly to cope with that rule.

If you want a soft landing, maybe couple the amount of time to team value rather than home-away? It isn't fluffy though. But beginning coaches have undeveloped teams, so they'd get more time.

If you got a advanced team with lots of skills you many times know how to play that team effectively, so you need less time anyway. Or if a difficult situation rises, then you can consider the lack of time an equalizing mechanic :)

This would give more time to teams that suffer a lot of MNG and deaths, but I'm not sure this affect the system in an any significant way.

Six minutes to TV 100, five to 101-130 and four after that, for example?

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