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MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 01, 2024 - 15:54 Reply with quote Back to top

An idea to replace players on the pitch could be this: when a player is injured, the player replacing them is immediately teleported from the Reserve box to the same square occupied by the injured player (before working out ball scatter, if necessary).
The reserve player is placed Stunned to prevent Jump Up and Pick me Up! exploits.
Replacing a player is not mandatory, but it must be done immediately after a player is removed from the pitch.
In case of crowdsurf, the replacement can be placed in any of the 3 squares adjacent to the boundary line (the one formerly occupied by the surfed player and the other 2), if not occupied by players. Otherwise, the surfed player can't be replaced.
Drrek



Joined: Jul 23, 2012

Post   Posted: Aug 01, 2024 - 17:05 Reply with quote Back to top

Player removal is an intentional part of the game, and the intended strategy for many teams. Perhaps it might be stronger than it should be right now, but allowing players off the pitch to just come on is not what this game is designed to do.

If you want the number of players in the game to stay equal for each side, blood bowl just isn't the game for you, and I wouldn't want this game I love to be changed in that way.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 01, 2024 - 17:14 Reply with quote Back to top

Then passing should be improved to make up for lack of players.
Excessive player removal is what turns many games into a waste of time.
Also, 8 turns are too many and favour the attrition strategy over focussing on moving the ball with a positioning game.
Many blocks are not meant to open a gap, but just fish for casualties. With 8 turns there is no rush to score with a bash team. This is one of the things dumbing the game down a lot. With 7 turns there would be slight more pressure to score without messing around too much with secondary blocks and games would waste less time.
Drrek



Joined: Jul 23, 2012

Post   Posted: Aug 01, 2024 - 19:52 Reply with quote Back to top

Sure make passing better, I don't like what this edition did to passing (or what it did to the game in general).

Effectively removing bashes win condition from the game (removing players to get a numbers advantage) because you seem to not like it isn't a solution to anything. You're playing the wrong game if you think that that shouldn't be a viable strategy.
MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 01, 2024 - 20:01 Reply with quote Back to top

Replacing players during a drive would not remove bashing as a viable strategy, because the replacement players would be Stunned and that would make them lose 1 turn and then 3 MA.
The replacement player could be less skilled than the injured player (thus decreasing the TV on the pitch).
It would still give a tactical benefit to the bash teams, some space would be created on the pitch.
That said, I just suggested an idea to place reserves on the pitch for the sake of debate.
I would be fine with 11 players guaranteed at start of 2nd Half to nerf the coin toss factor.
If I have a team with 11 players I should always start my offensive drive with 11 players.
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 01, 2024 - 20:51 Reply with quote Back to top

Derek is right. Attrition is a key part of the game. Blocking superiority is often due to tactical positional superiority. Which in turn can cause a number advantage. Obviously there are lots of permutations in this game that impact the statement. Average av of the team average St etc...
But allowing players back on the pitch is not the answer.

Just something to stop a trickle turning into a downpour would be nice. When things are going bad Attrition wise it sometimes get catastrophically bad. Elastic band mechanism is the only real solution. If you even want one. And modern game design such as mcp has this mechanic and it really helps keep games engaging

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JackassRampant



Joined: Feb 26, 2011

Post   Posted: Aug 01, 2024 - 21:11 Reply with quote Back to top

I actually like the main "flaw" in the game, in the context of Blood Bowl. It's like, "losing gets losing" mechanics in general suck, and you kinda do want that "elasticity" (the "Mario Kart" effect, I've heard it called), but while Blood Bowl offers that on a metagame level to an extent, "suck it up, Buttercup" is part of the game's ethic, and I don't really want to see that get watered down on a per-hour basis if it isn't super necessary.

What about if it were fringe, like a modest inducement that comes into play at halftime and is modified by the number of Casualties the team has suffered, or something like that? Maybe a correlative Special Ability on a halfway decent Star Player?

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Garion



Joined: Aug 19, 2009

Post   Posted: Aug 01, 2024 - 21:14 Reply with quote Back to top

JackassRampant wrote:

What about if it were fringe, like a modest inducement that comes into play at halftime and is modified by the number of Casualties the team has suffered, or something like that? Maybe a correlative Special Ability on a halfway decent Star Player?


That's an elastic band mechanic...

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MattDakka



Joined: Oct 09, 2007

Post   Posted: Aug 01, 2024 - 21:15 Reply with quote Back to top

I played lots of games where being outnumbered (or outnumbering) were not absolutely due to tactical positional superiority.
Mighty Blow can on its own remove enough players without requiring superior positioning.
You have to place 3 players on LOS and then there is a Blitz too. You don't need to be a tactical master to blitz/block and remove players while slowly plodding to the End Zone.
And that without taking into account the average AV of the teams involved.
You can be a tactical master and outblock Dwarfs or Orcs, but if you lack Mighty Blow or Claw and your team has lower average AV you are going to be outnumbered almost surely.
There might be wild games with unexpected removals of high AV players, but most of times the removal game boils down to dice rolling and damage skills.
moph



Joined: Sep 16, 2020

Post   Posted: Aug 01, 2024 - 21:27 Reply with quote Back to top

It's not about allowing players back on the pitch. it's making rostered reserves worth their cost especially for cas taken in the second half. It still would be a strategic decision in teambuilding if you want to spend the TV for reserves.
JackassRampant



Joined: Feb 26, 2011

Post   Posted: Aug 01, 2024 - 22:38 Reply with quote Back to top

Garion wrote:
JackassRampant wrote:

What about if it were fringe...


That's an elastic band mechanic...
yes, and a relatively fringe one. Bugman is already like that to a point.

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Garion



Joined: Aug 19, 2009

Post   Posted: Aug 02, 2024 - 14:06 Reply with quote Back to top

JackassRampant wrote:
Garion wrote:
JackassRampant wrote:

What about if it were fringe...


That's an elastic band mechanic...
yes, and a relatively fringe one. Bugman is already like that to a point.

Yeah, fixing attrition tilt with small buff elastic mechanics is what I'm talking about. Coz "win more" isn't particularly fun. Most warhammer games have this issue, where an early attrition lead snowballs.

Mcp have shown how to avoid this and its a great mechanic.

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Nelphine



Joined: Apr 01, 2011

Post   Posted: Aug 02, 2024 - 14:45 Reply with quote Back to top

mcp?
Garion



Joined: Aug 19, 2009

Post   Posted: Aug 02, 2024 - 15:20 Reply with quote Back to top

Marvel crisis protocol.

It's an AMAZING game.

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Carthage



Joined: Mar 18, 2021

Post   Posted: Aug 02, 2024 - 18:17 Reply with quote Back to top

Could do prayers at each kickoff according to TVoP after setup? For every X k delta, the underdog gains 1 prayer roll.
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