Colin
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 06:28 |
|
Following the emergence of the Playtesting Vault hard on the heels of the new rules in DivX, I wanted to hear what people thought of the various rules. Please refrain from harping about how they would ruin your team - that's been done in another thread; keep your replies concise and well reasoned, preferably backed up by hard data/statistics. Ok, on to the poll...
Calculating the Team Rating of your team has been a necessary chore since the 3rd edition. FUMBBL calculated it for us, and when Christer became dissatisfied, he made his own (the Team Strength system). What is the best and most workable way of calculating Team Rating, as a realistic measure of the team's ability? |
Last edited by Colin on %b %13, %2004 - %06:%May; edited 1 time in total |
|
quota
Joined: Nov 24, 2003
|
  Posted:
May 13, 2004 - 07:32 |
|
I think the LRB system works quite well. The only thing I'd like changed is that MNG players don't count when it comes to calculating handicaps. |
_________________ the only good undead is a dead, uhm, undead... |
|
m0nty
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 07:37 |
|
I don't think it really matters that much about which rating system is used. However, if the sweetener system is used which is a bigger booster than the existing handicap system, then I agree with quota that MNG players should not count. |
|
|
Pinkerton
Joined: Mar 23, 2004
|
  Posted:
May 13, 2004 - 08:48 |
|
Ideally, a TR calculation standard should measure only a team's "strength", or potential for winning/doing damage for the next upcoming match, and not its long-term potential. As such, factors like treasury and SPPs that won't have any effect in a match should not be taken into account, while skills, player/staff costs and injuries should. With the exception that it doesn't seem to be completely balanced yet, the FUMBBL TS-system does this rather well. |
|
|
Azurus
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 10:14 |
|
Either the Team Value System or TR is good, but either one should take MNG players into account. |
_________________ *This is a public safety announcement. Azurus is a cynical, sarcastic idiot. Please ignore any and everything he may say. Thank you for your attention.* |
|
DoubleSkulls
Joined: Oct 05, 2003
|
  Posted:
May 13, 2004 - 12:58 |
|
I don't think this is a sensible poll. You cannot ask real life leagues (unless backed up by something like FUMBBL) to use Christers TS formula - its just far too complex.
MNGs shouldn't count towards vault sweeteners, but I think its probably a good approximation otherwise. |
_________________ Ian 'Double Skulls' Williams
Eucalyptus Bowl |
|
thmbscrws
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 13:13 |
|
The vault system is basically simplified team strength. There are only two main differances, mng players count and so does treasury. I can understand still counting treasury because it measures your ability to freeboot things and under vault rules freebooting will come up a lot more. So basically imo the perfect system, taking into account that ease of use is a huge factor for real life leagues, is the vault system modified to subtract mng players. The strength formula, while very percise, is in no way practical for table top use. |
_________________ "If God really existed it would be necessary to abolish him." - Mikhail Bakunin |
|
R_Spiskit
Joined: Nov 24, 2003
|
  Posted:
May 13, 2004 - 13:17 |
|
I love the VAULT system EXCEPT for the fact that it does not omit Missing players. I think that it is unfair.
However, I do think niggles should NOT be costed down as it encourages you to sack them as they "cost" more than they are "worth".
So I voted option 4, which is to tweak option 2. |
|
|
odi
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 14:09 |
|
I like the current LRB system, counting injured players (be they just mng's or niggles) to TR, forces you to keep up player turnover. But like I always say, what do I know. Maybe we could not count mng's, but I don't think niggles, -st or other injuries should reduce they team rating. If the are that badly injured, retire the palyers. |
|
|
Gonzalillo
Joined: Nov 28, 2003
|
  Posted:
May 13, 2004 - 14:39 |
|
I think LRB shows a distorsioned view of a hight rated team, so always ST ranking !! |
|
|
Colin
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 19:15 |
|
My personal feeling on this is that the answer lies close to the current Vault rules, but excluding MNG players' TR, and maybe the treasury too, as the Strength formula does. The other advantage of the Vault TR system is that it is easy to calculate Star Player costs, so leagues can make up their own, or established players that go freelance can have a value applied to them. |
_________________ Join The Cult of Tzeentch, mutate randomly! | Hug a newb! Join the Faculty of Academy Instructors! |
|
GalakStarscraper
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 20:05 |
|
Because of the Freeboot rules ... I still think you have to leave treasury in for team value.
However .. you guys are really begining to sell me on the miss next game players.
The problem in a way to make JJ like it is wording that will be a bear. However, I think i'm finally convinced on this ... so I'll bring it up and see what reaction I get.
Galak |
|
|
Colin
Joined: Aug 02, 2003
|
  Posted:
May 13, 2004 - 20:50 |
|
Only when you've seen the struggles of a post-Wuhan team do you realise the importance 6 MNGs have on your Team Rating
Wuhan, and others like him, serve a crucial purpose in rule testing - they push them to the extremes (to breaking point, even) that 'normal' players would not.
Edit: GalakStarscraper wrote: | Because of the Freeboot rules ... I still think you have to leave treasury in for team value.
However .. you guys are really begining to sell me on the miss next game players.
The problem in a way to make JJ like it is wording that will be a bear. However, I think i'm finally convinced on this ... so I'll bring it up and see what reaction I get.
Galak |
I do believe this is the first time FUMBBL and it's members has had a direct influence on the rule making of Blood Bowl |
|
|
|