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hosh13
posted: 2012-10-05 01:47:08 (ID: 60101) Report Abuse
Buffalo wrote:
What is TOO long for you?

In the other football game I needed 7 seasons (=2,5 years) to be only close to the top. Its very long and I had to be patient. The key is, that you need challenges all the way to be not bored.


Have you not contradicted yourself here a little? i.e. patient and bored?

PS - that is one of the things I hate about TOG - too long. Frankly, I think it's ridiculous.
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jack6
Leverkusen Leopards

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Joined: 2011-09-05/S00
Posts: 7095
Top Manager



 
posted: 2012-10-05 05:42:22 (ID: 60116) Report Abuse
I like the idea, regarding the licence.

But from my point of view, there shouldn't be a "I wish for a QB" feature.
Hell, some don't even get their wishes fullfilled on draft day, why should a new manager get for 100% his wish?

I would say all positions are in except special teams, that should help everyone.
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hosh13
posted: 2012-10-05 14:33:39 (ID: 60160) Report Abuse
Yeah, I had an idea along those lines originally.

Like you randomly get allocated -

QB or RB
WR or TE
OL
DL
LB or SF

So about half the noobs get a QB, the rest a RB.

Do you think now if someone was around for 4 seasons, and tried to get a draft QB, that there's a decent chance they'd fail?
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sfniner08
posted: 2012-10-05 17:01:44 (ID: 60183) Report Abuse
Minimum of 3 seasons would be appropriate in my opinion. 1 season is ridiculous. 2 is a point where you get how things are working but don't have the resources in terms of players yet.
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Lee1950
posted: 2012-10-05 17:16:35 (ID: 60189) Report Abuse
I like the idea of getting a draftee quality player for finishing your manager license.

Looking back on the game now, I'd say the most useful positions to 'gift' a new manager for completing their license is a DL, LB, RB, or OL.

Why?

DL and LB: Because the best overall athletes in the game are LBs and DL. On average these positions have the best combination of Speed and Strength.

DL: Because DE is the most important position on defense, imo.

RB: Because they have the highest immediate impact on new offenses.

LB: Because they are sexier than DL and almost as important.

OL: Because you need 5 of them, and good draftee OLs are hard for me to find (although other Leagues may have better OL drafts than Claymore 1.1). I build my OL in my YA.

Why not QBs? - they are too easy to draft or buy relatively cheap after the draft (you only need one, and there are a few extra available) and a new manager may be dismayed to discover his brand new QB can't complete too many passes until his OLine and receivers improve.

Why not WR and TE? See QB above, and WR and TE are even less sexy than QBs.

Why not CB and SF? They don't have the impact on your defense that DL have.

Why not a FB? Well, I actually think a FB is pretty useful running out of the Shotgun, but they all seem to have low Carrying skill when drafted. That's a bit disappointing compared to a RB.

Why not a KR, Gunner, P, or K? Really?


And: Very important! let's make sure whatever draftee they get, he is a good player. This player should be exciting when you click on the link to your New Player! He will be one of (or the best) best players on the team for a very long time.

Minimum of: 4**** Talent (yeah, I know, anything over 2.5* is plenty, but this is probably their Very First Shiny New Star Player - make him shiny with 4 or more Stars!).

Minimum of 2.5* Rating (3* Rating if CB, LB, SF, K, or P because a 2.5* at those positions is not a top player)

Minimum 25 at the main skill (Carry for RB, Tackle for defensive players, Block for OL, etc.) It's not fun to get a new RB with 21 Carry. This player should be fun.

Minimum of 30 on Teamwork.


And last, but not least: Restricted for selling. Mark him as the Foundation Player or something like that, and he can't be sold for 3 seasons. This is a reward for finishing your managers license - it's not a $200M gift for you to sell. Build your team around him, instead.

Last edited on 2012-10-05 17:19:34 by Lee1950

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canonico
posted: 2012-10-05 17:33:24 (ID: 60191) Report Abuse
Lee1950 wrote:
I like the idea of getting a draftee quality player for finishing your manager license.

Looking back on the game now, I'd say the most useful positions to 'gift' a new manager for completing their license is a DL, LB, RB, or OL.

Why?

DL and LB: Because the best overall athletes in the game are LBs and DL. On average these positions have the best combination of Speed and Strength.

DL: Because DE is the most important position on defense, imo.

RB: Because they have the highest immediate impact on new offenses.

LB: Because they are sexier than DL and almost as important.

OL: Because you need 5 of them, and good draftee OLs are hard for me to find (although other Leagues may have better OL drafts than Claymore 1.1). I build my OL in my YA.

Why not QBs? - they are too easy to draft or buy relatively cheap after the draft (you only need one, and there are a few extra available) and a new manager may be dismayed to discover his brand new QB can't complete too many passes until his OLine and receivers improve.

Why not WR and TE? See QB above, and WR and TE are even less sexy than QBs.

Why not CB and SF? They don't have the impact on your defense that DL have.

Why not a FB? Well, I actually think a FB is pretty useful running out of the Shotgun, but they all seem to have low Carrying skill when drafted. That's a bit disappointing compared to a RB.

Why not a KR, Gunner, P, or K? Really?


And: Very important! let's make sure whatever draftee they get, he is a good player. This player should be exciting when you click on the link to your New Player! He will be one of (or the best) best players on the team for a very long time.

Minimum of: 4**** Talent (yeah, I know, anything over 2.5* is plenty, but this is probably their Very First Shiny New Star Player - make him shiny with 4 or more Stars!).

Minimum of 2.5* Rating (3* Rating if CB, LB, SF, K, or P because a 2.5* at those positions is not a top player)

Minimum 25 at the main skill (Carry for RB, Tackle for defensive players, Block for OL, etc.) It's not fun to get a new RB with 21 Carry. This player should be fun.

Minimum of 30 on Teamwork.


And last, but not least: Restricted for selling. Mark him as the Foundation Player or something like that, and he can't be sold for 3 seasons. This is a reward for finishing your managers license - it's not a $200M gift for you to sell. Build your team around him, instead.


+1
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Lee1950
posted: 2012-10-05 17:43:43 (ID: 60195) Report Abuse
canonico wrote:
+1

It's a nice way to keep new managers in the game, too. It's a carrot to finish the license and exciting to get a great player.

(In a different game some of us have been fighting a losing battle with the game Devs to give new managers incentives. They've been going in the other direction recently, adding barriers. )

So I've had a bit of practice making this argument.
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bwadders76
posted: 2012-10-05 17:52:43 (ID: 60197) Report Abuse
How about they get the players the owner picked in the previous draft upon completion of their license. That way they have caught up with sides that joined before the draft. I joined at the back end of season 3. Also I have 6 draft players in my side which is the same as approximately half of my league and I have fewer draft players than 8 of the teams in my league, two of which are in my division (and finished below me in seasons 4 and 5 I may add!).

Hosh well done mate

Last edited on 2012-10-05 17:53:17 by bwadders76

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Lee1950
posted: 2012-10-05 20:22:41 (ID: 60220) Report Abuse
bwadders76 wrote:
How about they get the players the owner picked in the previous draft upon completion of their license. That way they have caught up with sides that joined before the draft. I joined at the back end of season 3. Also I have 6 draft players in my side which is the same as approximately half of my league and I have fewer draft players than 8 of the teams in my league, two of which are in my division (and finished below me in seasons 4 and 5 I may add!).

Hosh well done mate


We had a similar proposal once before, that gave them all three if they joined just after the draft (say weeks #1-3 of the new season?); let them pick two of the three if they started about 4-7 weeks after the draft; and pick one of the three if they started later than that (since the next draft was coming up soon).
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hosh13
posted: 2012-10-06 01:47:52 (ID: 60257) Report Abuse
So let's apply some KISS (keep it simple stupid).

1/ Leave draft as is.
2/ Strive to have a team mostly up to speed after 4 drafts
3/ 4 drafts = 12 DPs (Draft players). In the time a manager is around after 4 drafts he could also be expected to have picked up ~ 5 other DPs so we're at 12 + 5 = 17 DPs.

I think a team needs -
4 DL
4 LB
6 DB
5 OL
6 RB/FB/TE/WR
1 QB
1 K
1 P

That's 28 players.

So a new team would need ~ 11 DPs.

You could probably say 11 O and D is enough and let them develope their P and K so in that case a new team needs ~ 5 DPs

So a new team would get 5 - 11 DPs. I would like it to be about 9 I think.

And then we could work license rewards, etc, into this.

I think I'll call this concept "Squash".
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