<< Back to Warzone Classic Forum   Search

Posts 1 - 16 of 16   
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 11:22:50

unknownsoldier 
Level 57
Report
Below is a copy of the rules from the wiki:
http://wiki.warlight.net/index.php/Manager_League_Season_Beta

They are posted here, so that they are fixed (no-one can edit/change them).

We HOPE to not change these rules at all. But maybe we will have to make minor changes.
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 11:24:18

unknownsoldier 
Level 57
Report
Manager League Season Beta

Season Beta is our 0th, test season.
Contents
[hide]

1 Clubs
2 League
3 Rounds
4 Games
5 Players
6 Pool
7 Initial player recruitment
8 Cash
9 Minimum wage
10 Manager Salary
11 Player and Manager Expenses
12 Club Expenses
13 Team Squads
14 Solvency
15 Trading of Players
16 Winning
17 Random Events
18 Reinvestment of Club Money(BETA)
19 Reinvestment of Player Money (BETA)
20 Reinvestment of Manager Money(BETA)
21 Awards
22 ClubIndex
23 Accounting
24 Fair play
25 Calendar
26 Club Economy

[edit] Clubs

The first season of the Manager League starts with 4 Clubs run by 4 managers in charge of the teams. Currently the clubs are owned by the League Commision with 51% equity, but in the future Investors may influence ownership. The clubs of the first hour are: The Orange Orcas, the Blue Buzzards, the Red Rhinos and the Pink Pandas.

Clubs play each other in a league.

Clubs issue shares, managers, players, and general warlight players, may buy and sell shares in clubs Club Stock Market.
[edit] League

Each team plays matches against all other teams. Matches consist of 2 warlight 3v3 games, one 'home' game and 1 'away' game, played simultaneously. Thus 6 players are needed for 2 sets of 3 players.
[edit] Rounds

A round (also called gameday elsewhere in the wiki) consists of teams playing 2 games against each other.

Round 1: team A plays a home game against team B, and an away game against team B. Team C plays a home and an away game against team D.

Round 2: team A vs team C. team B vs team D.

Round 3: team A vs team D. team B vs team C.
[edit] Games

Managers may choose the map and settings for their home games. The maps must be approved by the League Organisers, but any reasonable settings will be allowed, provided the maps are not too big (in order to keep games quick). Games MUST be light fog. At the start of each round, managers send their teamsheets (list of players in home game and away game) to organisers. This means that no manager knows the opposition lineup UNTIL after he has fixed his own lineup. The organisers then publish the lineups on the forum, and managers then create their home games, and invite the announced players.
[edit] Players

The players have already been signed up. Players are contracted by managers for the season. Managers may sell players to other managers between rounds during the season - player's salaries, once negotiated at start of season, are fixed for the rest of the season (except if players are returned to the pool). Salaries are paid at the start of every round of the league EVEN if players do not play for the team that round (ie players may be in the team's squad, but not play).
[edit] Pool

This is the group of un-contracted players. Managers may recruit players from the pool, between rounds, IFF the player and manager can agree a salary. Managers may return players to the pool, between rounds - this means that they no longer pay the player a salary.
[edit] Initial player recruitment

During the recruitment period (which lasts a few days), managers may contact players privately (eg by creating games in which both player and manager are invited) and try to contract a player. The main negotiation point is the player's salary. If both player and manager agree, then the player joins the team. Contracts are official ONLY when announced on the contract thread in the forums with BOTH player and manager announcing the contract. Contracts cannot be broken, except by the manager returning the player to the pool or selling the player to another team, in future rounds.
[edit] Cash

Clubs start with initial capital, $200,000.

Each gameday a Club earns $100,000 for its homegame (modified by the club index).

In addition the league issues a prize money of $25,000 for each win.

Final league position (based on number of games won) pays prizes. 1st $500,000 2nd $350,000 3rd $200,000 4th $100,000.

Please note that each club has fixed running costs of $50,000 each gameday, in addition to player and manager salaries.
[edit] Minimum wage

The players are given a skill category, 1 (best) to 7 (weakest). Though players may negotiate their salaries, they may NOT be paid less than their minimum wage.

Category 1 $34,000 Cat2 $21,000 Cat3 $13,000 Cat4 $8,000 Cat5 $5,000 Cat6 $3,000 Cat7 $2.000

Note that the organisers don't know all the players, our categories are not so accurate, BUT they provide a rough guide.

At the beginning of the season clubs are restricted on only having a maximum of 1 player of category 1, 2 players of category 1 or 2, 3 players of category 1-3, 4 players of category 1-4, and 5 players of category 1-5. Categories 6 and 7 remain unrestricted. Additional players of a category may be unlocked at the end of the season (- Reinvestment of Money)
[edit] Manager Salary

The League Commission issues each Manager a Salary of $20,000. At the end of the Season the Manager earns a bonus 10% of the clubs profit. For the First Season the League Commision demands the managers to finish the season with at least 200.000€ in cash, or to be fired.
[edit] Player and Manager Expenses

Note that Players and Managers have to pay taxes. They have a life and a lifestyle. Therefore a high percentage 60%+ of the salary will be deducted from the Players or Managers income. The remaining amount is at free disposal to the player or manager.
[edit] Club Expenses

In addition to the manager and player salaries, each club has fixed running costs of 50.000€ per gameday. At the end of the season, the club has to pay a dividend of 20% to the shareholders and a 10% prizemoney to the manager of the accumulated profit. After reinvestments into club infrastructure are done it has to pay 30% in taxes. The remaining amount is the liquid equity for the next season.
[edit] Team Squads

Squads are of size 7 to 12 players. A manager may NEVER have a squad size lesser or greater than these limits. Heavy fines will be imposed for transgressions.
[edit] Solvency

Managers may NEVER have negative capital. If need be, players will be returned to the pool to reduce the wage bill. League points may be deducted for transgressions.
[edit] Trading of Players

Managers announce on the Contract thread on the forums that they have returned a player to the pool. For trading between teams, BOTH managers must announce the trade on the Contract thread.
[edit] Winning

Managers achieve success in 2 ways. 1. winning the league. 2. having the most money at the end of the league.

We announce a winner for each of these categories. Players achieve success by earning the most money during the season (total) extra awards will be given for players having the most money within their category. And also, of course, by winning games, and by being in a league winning squad.
[edit] Random Events

The League will feature random events. In order to ensure that certain players will have a chance of being more than pure benchwarmers, as well as an incentive for using up playermoney, every player has a 7% chance of missing a game (due to injury, sickness etc.)

How this works:

Each round, after teamsheets are sent by managers to organisers, the organisers publish a list of 4*6 random numbers in the range 0.0 to 1.0. Each random number corresponds to a player on the teamsheet who is due to play. IFF a player's random number is less than or equal to 0.07, then the player is injured, and his place is taken by a reserve player. Players are only injured for that one round.

The risk of injury may be lowered by purchasing various skills and improvements, this can be done after the end of Season Beta.
[edit] Reinvestment of Club Money(BETA)

Having Money is of little use when there is no reinvestment. Clubs will be able to spend money various Enhancements. Such as unlocking additional player categories (+1 player of category 1 / 2 etc.), increasing revenue per game (+5% on game prizes) etc.
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 11:24:33

unknownsoldier 
Level 57
Report
Club Enhancements:

Category slots Marketing Network (one time cost 20k€/30k€/50k€/80k€/130k€/210k€etc lvl1/2/3/4/5/6etc) Club Index Increase by 1 per level Merchandising Network (one time cost 20k€/30k€/50k€/80k€/130k€/210k€etc lvl1/2/3/4/5/6etc) Prize money Index by 1 per level Health Insurance (not cumulative with players Healthinsurance 1.500€ * number of players(lowering probability of players missing a game by 1%) Advanced Traininginfrastructure (one time 100k€/200k€/300k€/500k€/800k€ etc lvl1/2/3etc 1XP per level per player and season) Medical Infrastructure (one time 100k€/300k€/800k€ lvl1/2/3 max.)(lowering probability of players missing a game by 1% per level)

every 100k€ spend on one-time enhancements increase club index by 1

Club Entourage: Physiotherapists (5000€/10000€ lvl1/2 per game day lowering probability of players missing a game by 1% per lvl) Club-Physician (10000€/20000€ lvl1/2/3 offers a 50%/66% chance that a player that misses a game due to a random event, recovers (doesnt miss))

Unlocking additional Players for a category. Unlocking additional Players of a category will cost the minimum salary times 10 for the second, times 20 for the third etc.

+1 Cat1 $340.000(for the second)/680.000(for the third)/etc. +1 Cat2 $210.000 (second)/420.000 (third)/etc. +1 Cat3 $130.000/260.000/etc. +1 Cat4 $80.000/160.000/etc. +1 Cat5 $50.000/100.000/etc. +1 Cat6 $30.000/60.000/etc. +1 Cat7 $20.000/40.000/etc.


[edit] Reinvestment of Player Money (BETA)

Similiar to clubs, Players can spend their money on various Enhacements. Such as lowering the probability of missing a game due to random events. All in all they will be able to lower the probability by a maximum of 4%.

Player XP gain:

contracted a season 3XP fielded at least once a season 1XP play a game 1XP win a game 1XP win an award 1XP win a special award 5XP eliminate a player 1XP gain the championship with a club 1XP

Player skills (so far)

Popular Player [unlock 10XP Effect: (Index value of Club is increased by 1 per level (for club income calc.) 3/5/8/13XP lvl2/3/4/5 max lvl5) Frontman/Media Vehicle [unlock 10XP] (requires Popular Player) (player earns 5% of his salary in addition to his salary in sponsorship contracts) 3/5/8/13/21etc. lvl2/3/4/5/6etc. Tax Evader (Lower fixed costs of the player by 1 per lvl) unlock 10XP 1/1/2/3/5/8/13/21/34 XP per lvl Health Insurance [monthly cost $2.000] (lowers the chance of player missing a game due to random events by 1%] Resistant [unlock 10XP] (lowers the chance of player missing a game due to random events by 1%) Iron Physis (requires Resistant) [unlock 10XP] (lowers the chance of player missing a game due to random events by 1% 15XP lvl2

Player Entourage: Personal Trainer/Fitness Guru [monthly cost $3.000/$8.000/$13.000/$21.000/$34.000 lvl1/2/3/4/5 = 1/2/3/4/5 XP per game day] Fancy Lady [description/lvl/monthly cost Ugly duckling/1/-50€; Girl next door/2/100€; Tanning booth attendant/3/500€; young Student/4/1000€; Flight attendant/5/2000€; Model/6/3000€; It-Girl/7/5000€; Top Model/8/10000€; Hollywood Actress/9/20000€; International Superstar/10/40000€
[edit] Reinvestment of Manager Money(BETA)

Managers will be able to spend their money on upgrades as well.

Manager XP gain:

managing a club for a season 3 XP a team wins a game 1 XP club wins the championship 4 XP score 2nd 3XP score 3rd 2XP score 4th 1XP contracted a player that won an award 1XP


Manager skills (so far):

Club Builder (Lower upgrade costs of the club) unlock 10XP decreases upgrade cost by 10% per level 5/8/13/21 XP per level max.5 Financial Wizard (Lower fixed costs of the club 1% per level)unlock 10XP 1/1/2/3/5/8/13/21/34 XP per lvl Marketing Wizard (Increase Prize money Index by 1 per level) unlock 10XP 1/1/2/3/5/8/13/21/34 XP per lvl Tax Evader (Lower fixed costs of the manager 1% per level) unlock 10XP 1/1/2/3/5/8/13/21/34 XP per lvl

Manager Entourage:

Finacial Advisor/Guru [monthly cost $3.000/$8.000/$13.000/$21.000/$34.000 lvl1/2/3/4/5 = 1/2/3/4/5 XP per game day]


[edit] Awards

Special Awards (one time):

Unbeatable (player won all games for 3 season 50XP) The Wanderer (player played for every club of the League 20XP) Shooting Star (player climbed 2 player categories 50XP) Last Man Standing (player wins a game in which his teammates are eliminated) 10XP True Spartian (player won three games in which his teammates got eliminated 50XP) The Warlightminator (player eliminated the most players in two consecutive seasons 50XP) Veni, vidi, vici (player won the championship with every club of the league 100XP) The Cursed (player missed all games in a season due to random events 50XP) Glitz and Glamourous (have a fancy lady of at least level 8 for a season) 5XP Walked down the aisle (player wet his fancy lady (requirement be together 3 full seasons) 5XP per level)

Player Awards (seasonal):

Champion (player wins championship) 5XP Moneymaker (player gets the highest salary within his category) 10XP Richy Rich (player gets the overall highest salary of the league) 5XP I should have demanded more money (player with the lowest salary gains championship 5XP) Bonecrusher (player scored the most eliminations in a season 10XP) Top scorer (player won the most games of a season 5XP) Benchwarmer (player has not played a single game in a season 5XP) Jinxed (player misses the most games in a season due to random events 10XP)

Manager Awards:

Champion (manager wins championship) 5XP The Mastermind (manager with the lowest team salary wins championship 50XP) The Nickelnurser (manager finishes a season while paying no player more than minimum salary 20XP) The team is the star (manager wins championship without fielding a category 1 player 50XP) Experimenter (every player of a club played along every other player in one season 10XP) Le`ligue c`est moi. (manager wins the league in 3 consecutive seasons 100XP)

Club Awards:

Championship (seasonal) +5 club index


[edit] ClubIndex

The Club Index is an index of a Club`s infrastructure, both material and immaterial (Stadium,Trainingfacility,Marketingnetwork,Fanbase etc.). It serves as a multiplicator to influence the cashpayout of a "home" game and the stock price. Cashpayout of a homegame = Club index /100 *100.000€. Stockprice = Clubindex/100 * 2 * day1 1/2 stock price (100€)

Factors that influence the Clubindex: Player skills; Manager skills; Infrastructure; Clubawards; Game results: Game won +2, Game lost -2; Seasonal Final League Position: Championship +5, 2nd place +5, 3rd place - 3, 4th place -5
[edit] Accounting

At the start of each round, BUT after the player trading phase, the organisers will do the team accounts, and player accounts. Wages are paid to players, winnings are given to managers, etc. The accounts will be published on the forums, to allow everyone to see, and to check that mistakes are not made.
[edit] Fair play

For this to work, we need everyone to play nicely :) - please act in a good spirit, honour your contracts, play games in a timely manner, etc. Organisers will impose sanctions on managers and teams for poor behaviour, but we hope that this will never be necessary. Thankyou.
[edit] Calendar

The order in which events occur is as follows.

Players are announced, players may 'advertise' themselves on the Player Recruitment forum thread (eg, I am very good at 3v3 games, my target salary is $13,000, etc). Managers are announced, managers may also advertise themselves on the forums (eg. - i am a great manager, you should want to join my team).

Managers recruit players.

Squads are announced.

Managers select their home maps and settings. Organisers approve the maps and settings.

Organisers do initial accounts.

Round 1. Managers send squad sheets to organisers. Organisers post all squad sheets, and state if any players are injured. Managers create their home games and invite the players. Games are played. All games end.

Organisers calculate points.

Managers trade players (note, managers may use cash they got from winning games in Round 1).

Organisers do accounts.

Round 2. (same as for Round 1).

Organisers calculate points.

Managers trade players (note, managers may use cash they got from winning games in Round 2).

Organisers do accounts.

Round 3. (same as for Round 1).

Organisers calculate points.

Organisers do accounts. Calculate winners etc.

Winners are announced.
[edit] Club Economy
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 11:25:15

unknownsoldier 
Level 57
Report
Btw, it is easier to read on the wiki, so maybe use that for learning the rules.
http://wiki.warlight.net/index.php/Manager_League_Season_Beta
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 20:06:35

Heyheuhei 
Level 57
Report
"Cash

Clubs start with initial capital, $200,000.

Each game day a Club earns $100,000 for its home game (modified by the club index).

In addition the league issues a prize money of $25,000 for each win.

Final league position (based on number of games won) pays prizes. 1st $500,000 2nd $350,000 3rd $200,000 4th $100,000.

Please note that each club has fixed running costs of $50,000 each game day, in addition to player and manager salaries."

Maybe i didnt understand system, but i saw 2 teams, which have plyers salaries about 100000 + manager salaries 20000 = 120000. After 1 round will leave money like 200000-120000+50=130000 After 2 day 60000, after 3 round -60000. Its Bankruptcy or winning place money will cover that negative money?
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 20:07:52

Heyheuhei 
Level 57
Report
*After 3 round - 10000
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 20:22:34

unknownsoldier 
Level 57
Report
HHH, let's see ...

average net income per round is $75,000
wages are, as you say, about $100,000

so club loses about $25,000 per round EXCLUDING manager's salary.

starting with $200,000 means that **clubs should be ok**.
worst case - they have to fire their expensive star players, and hire cheaper ones, part-way though the season.

Manager's salary is a recent addition to the wiki, i am hoping that it is in fact paid *per season* for the manager :/ - myhand - can you clarify on that?
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 20:29:42


szeweningen 
Level 60
Report
I think what HHH wants to point out is that negotiations were made under the premise of 150k for the win. It is still 75k average net income, but with current contract structure (high win incentives) it puts much more pressure on cash balance...
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 20:37:28

Heyheuhei 
Level 57
Report
Yeah, [WM] szeweningen, and sorry for my bad english :/ And Evreux searching these rules weaknesses and use that against others players :/
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 20:56:48


Ironheart
Level 54
Report
what are incentives no one will explain it to me
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 21:15:17


szeweningen 
Level 60
Report
Win incentive in that context means that you get additional cash bonuses only if you win. That keeps you motivated to win.
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 22:53:34


Addy the Dog 
Level 62
Report
|>. |> The League Commission issues each Manager a Salary of $20,000. At the end of the Season the Manager earns a bonus 10% of the clubs profit. For the First Season the League Commission demands the managers to finish the season with at least 200.000€ in cash, or to be fired.


not sure about that abrupt currency conversion. is it meant to be $200k?
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 23:23:18


Addy the Dog 
Level 62
Report
i see another instance further down.

also, it gives the price of unlocking extra category 7 players, who are unlimited.
MANAGER LEAGUE Rules for Season Beta: 4/21/2012 23:27:52


Addy the Dog 
Level 62
Report
a glossary would be nice too, if you find the time.
MANAGER LEAGUE Rules for Season Beta: 4/22/2012 00:00:53


Addy the Dog 
Level 62
Report
not sure about monthly costs eg for the player skill 'health insurance' - is there a fixed timeframe for the seasons/games? if not, i think it would better to change those to per game/per season.

i also wonder if players should have their own pages on the wiki, to make things clearer. there could be a seperate page for teams, a seperate page for managers and a seperate page for investors. each individual could then have their own section on the appropriate page, where their league histories are disclosed.
MANAGER LEAGUE Rules for Season Beta: 4/22/2012 00:48:43


myhandisonfire 
Level 54
Report
Yes my mistake, thank you X. In my head monthly is equal to round or matchday. I will clarify this. Of course there are always only fixed time frames.
Yes we will work on making it more userfriendly. But the primary goal was to have a faster launch.

Also, there is no currency conversion, so whenever there is a € or $ symbol, they both are worth the same.
Posts 1 - 16 of 16