Tarabaralla
Joined: Jul 24, 2010
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  Posted:
Dec 01, 2015 - 12:19 |
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Some questions:
1- Predetermined skill developement is a bit hard to understand: 1:3N,4:2ND is shown in the "skills" windows but there's no explanation. Where to find those information?
2- If choosing "Custom spp limits", we see the standard "6,16,31,51,76,176" progression: will adding more steps add more than 6 skill rolls per player? (i.e. Is "6,16,31,51,76,176, 300" going to add a 7th skill at 300 spps?) |
Last edited by Tarabaralla on %b %01, %2015 - %12:%Dec; edited 2 times in total |
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LaxonHrull
Joined: Jun 11, 2013
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  Posted:
Dec 01, 2015 - 12:25 |
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Thanks Christer. Great work as always. I don't know where you find the time! |
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Khor_Varik
Joined: Jul 13, 2005
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  Posted:
Dec 01, 2015 - 12:28 |
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LaxonHrull wrote: | Thanks Christer. Great work as always. I don't know where you find the time! |
After his 10 hours work days, and some bike-ride, I guess |
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Christer
Joined: Aug 02, 2003
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Tarabaralla wrote: | Predetermined skill developement is a bit hard to understand: 1:3N,4:2ND is shown in the "skills" windows but there's no explanation |
The example means:
From game 1 and forward, 3 normal skills are distributed to players on the team
From game 4 and forward, 2 normal skills and one double is added to the team.
The skill selections can be changed by teams not involved in a tournament and are done through the team options link at the top of the team page.
The page would look something like this:
Round 1:
[Select Player] [Select Skill]
[Select Player] [Select Skill]
[Select Player] [Select Skill]
Round 4:
[Select Player] [Select Skill]
[Select Player] [Select Skill]
[Select Player] [Select Skill] (this would allow skill rolls to be picked) |
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Christer
Joined: Aug 02, 2003
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Tarabaralla wrote: | If choosing "Custom spp limits", we see the standard "6,16,31,51,76,176" progression: will adding more steps add more than 6 skill rolls per player? (i.e. Is "6,16,31,51,76,176, 300" going to add a 7th skill at 300 spps?) |
It would, yes. You can also reduce the number by writing "6,16" for example, which would cap players at two skill rolls. |
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Tarabaralla
Joined: Jul 24, 2010
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  Posted:
Dec 01, 2015 - 12:32 |
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Roland
Joined: May 12, 2004
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  Posted:
Dec 01, 2015 - 12:38 |
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Tarabaralla wrote: | Pure epicness! \o/ |
word of the day
thx Big C! |
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Shinomune
Joined: Apr 04, 2009
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  Posted:
Dec 01, 2015 - 13:06 |
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This is (again) amazing work! Hats off to you Christer! |
_________________
harvestmouse wrote: | It's a selfish, attention seeking little boy; who is terrible at the game. |
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Garion
Joined: Aug 19, 2009
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  Posted:
Dec 01, 2015 - 13:16 |
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SzieberthAdam
Joined: Aug 31, 2008
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  Posted:
Dec 01, 2015 - 13:19 |
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Awesome progress, thanks Christer!
Is by any chance the following fetures planned?
1. Ability for group admins explicitely schedule a match. Currently there is a workaround by making a mini KO tournament with two fillers but it is silly.
2. Ability for group admins to edit team sheets (add/remove players, skills, coaching staff, set Treasury, TV, etc.) |
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Garion
Joined: Aug 19, 2009
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  Posted:
Dec 01, 2015 - 13:23 |
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Ah no custom rosters just yet. But some cool changes nontheless. |
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Christer
Joined: Aug 02, 2003
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Garion wrote: | Ah no custom rosters just yet. But some cool changes nontheless. |
Correct. The custom roster stuff is essentially a very large user interface building project. The underlying data model is in place (in fact, the League division uses it at the moment) and the tricky part is only how to make it possible to edit the roster data model in a sane manner. This is very high on my todo list to get done. Unfortunately, user interfaces are excessively hard to build and I am very limited in terms of time at the moment so it'll be a while. |
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koadah
Joined: Mar 30, 2005
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  Posted:
Dec 01, 2015 - 13:44 |
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Christer wrote: | Garion wrote: | Ah no custom rosters just yet. But some cool changes nontheless. |
Correct. The custom roster stuff is essentially a very large user interface building project. The underlying data model is in place (in fact, the League division uses it at the moment) and the tricky part is only how to make it possible to edit the roster data model in a sane manner. This is very high on my todo list to get done. Unfortunately, user interfaces are excessively hard to build and I am very limited in terms of time at the moment so it'll be a while. |
Would it be possible for the Secret League guys to have a very "'quick' and dirty" version available only to them. I think that Secret League would be enough to keep most people busy for quite a while. Maybe CRP+ & NTBB too.
Edit: If the API is in place could anyone else work on a "quick and dirty" version?
Or just hack them in via the API. |
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[SL] + Official Stunty teams. Progression KO. Old & new teams welcome. 29th May!
Last edited by koadah on %b %01, %2015 - %14:%Dec; edited 1 time in total |
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Inforthepain
Joined: Jul 10, 2013
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  Posted:
Dec 01, 2015 - 14:12 |
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Just want to say thanks to the people involved in developing this! Keep up the good work!
Thank you! |
_________________ Proud coach of DBK |
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koadah
Joined: Mar 30, 2005
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  Posted:
Dec 01, 2015 - 14:39 |
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Christer wrote: | koadah wrote: | So if we create a non progression league group at say 1700 max TV , teams that transfer in would be non progression while they remain in the group? |
Moving a team from a league with progression into a league without should work like that, yes. However, once the team moves out to a league with progression again, all the SPPs (and maybe injuries; don't remember exactly how injuries are applied off of the top of my head) will be retroactively added to the team.
koadah wrote: | I am assuming that tournament options override league group options. |
Correct.
koadah wrote: | The way I work at the moment teams don't belong to leagues. They just play in whatever event suits them at the time. 145 Club, O[L]C, All Stars, FCME or whatever.
Will this still work (easily) with the new system or would we need to stick to the old system? |
For now, it would not work because the site absolutely requires teams to be part of the same league in order to play games against each-other. At a later date, I will allow leagues to open up external games like this. Most likely, it'll be in stages where the first iteration will require the two leagues to use the same ruleset. Beyond that, there are some issues to solve in terms of dealing with differing client options and a technical problem with handling differing progression settings. We'll see how much I'm able to open up, but it will certainly be possible to play cross-league games if the rulesets are the same as that's an easy thing to do.
Depending on how those "events" are set up, you might be able to use the new system as-is. Assuming the 145 Club is your "main" league, and the other ones are meta groups set up for tournament purposes, it's certainly possible to create the tournament in the meta groups and have teams in the 145 club league play in that tournament. There is no restriction where tournaments must be within the same league as the teams; only that teams must be in the same league. So if that's how those other groups work, it'll be fine.
Note, though, that without the ability to transfer teams into a league (yet), it will be problematic to convert an existing meta group into a league. You'd end up with a confusing setup with two separate sets of teams which can't play against each-other (ie. cross-league). |
That is not quite how it works as some of the leagues might not have much to do with me and have different rules.
I think that it is probably still fine.
The route I think is create a big league called e.g. Open League.
Add all the rosters to it. e.g. CRP, Stunty, Secret League, CRP+, NTBB.
Add the teams.
Run tournaments from meta groups overriding league rules with tournament rules.
And Bob's your uncle. |
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[SL] + Official Stunty teams. Progression KO. Old & new teams welcome. 29th May! |
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