PLAYER MANAGER LEAGUE: 4/11/2012 21:55:13 |
Blue
Level 51
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Player.
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PLAYER MANAGER LEAGUE: 4/11/2012 23:03:59 |
devilnis
Level 11
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Hmm I'll play I guess, no guts no glory!
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PLAYER MANAGER LEAGUE: 4/11/2012 23:27:28 |
blat.be-bop
Level 58
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player please.
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PLAYER MANAGER LEAGUE: 4/11/2012 23:29:08 |
FD
Level 22
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I'd like to be in as a player.
But I'm curious how allowing managers to bet would work: Wouldn't they be able to get lots of money by tanking on purpose (and betting against themselves)?
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PLAYER MANAGER LEAGUE: 4/11/2012 23:50:50 |
DagenDaDragon
Level 55
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I would like to be a player.
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PLAYER MANAGER LEAGUE: 4/12/2012 00:04:08 |
JSA
Level 60
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I would like to be a player.
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PLAYER MANAGER LEAGUE: 4/12/2012 02:28:46 |
devilnis
Level 11
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Franchise tag HHH!
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PLAYER MANAGER LEAGUE: 4/12/2012 02:56:33 |
Turing
Level 46
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I haven't noticed this anywhere in the thread, but what about connecting this system to normal tournament play. That would allow a way to collect a wide array of results from players, without bogging people too much down in RR games.
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PLAYER MANAGER LEAGUE: 4/12/2012 03:28:40 |
[REGL] Pooh
Level 62
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Player Please
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PLAYER MANAGER LEAGUE: 4/12/2012 03:34:51 |
DeмoZ
Level 56
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I'd love to put my self in as a manager.
I'd play too, but I'm not that great under pressure.
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PLAYER MANAGER LEAGUE: 4/12/2012 03:46:01 |
BishesUpInErr (AHoL)
Level 4
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To avoid too much stockpiling of great players under one manager, you can introduce player salary. So when buying a player, there are two prices: there's the one-time cost of the player himself and some sort of timely (maybe weekly or monthly) salary the player receives. The idea for this isn't so players actually receive something, it's more so that better players will have a higher salary so managers of better players will constantly lose more currency than managers with worse players.
I'm not sure if this idea was a given in the initial description, but just throwing it out there.
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PLAYER MANAGER LEAGUE: 4/12/2012 04:26:25 |
DeмoZ
Level 56
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Or just give a salary cap type thing. Managers can only have teams composed of X credits or less.
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PLAYER MANAGER LEAGUE: 4/12/2012 04:55:53 |
Yeon
Level 61
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A suggestion for team managing rules:
At the start of every round/season, each manager has a specific sum of warlight money, and bids on each player they want to bid on. A minimum bid would be one coin, and each could start with 10-100 coins, depending on how big teams you want. Later, new players can join when they want to, and managers can bid on the new players with their cash (or trade amongst themselves).
After a pre-determined number of games, the round/season ends and a final standings is generated. For the next round/season, either everyone starts on equal footing, or there is a few extra coins in it for those who played in the previous season (say 1 coin for participating, 2 for bronze, 3 for silver and 5 for gold). A big coin difference would lead to a big differece in team strength, and I don't think that's desirable unless there are multiple divisions with promotion/relegation.
One of the points would be for all players to be re-available for auction at the end of every season. Then players can read some accomplishment into the bids offered to keep/get them.
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