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| Main / Suggestions / Expand the YA Search Forum | |
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| posted: 2026-03-16 18:41:48 (ID: 100198295) Report Abuse | |
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well here's a resolution:
+1 space is $50k a week fine +2 space is $100k a week fine +3 space is $200k a week fine +4 space is $350k a week fine +5 space is $750k a week fine +6 space is $1.25 million a week fine +7 space is $2.5 million a week fine +8 space is $5 million a week fine If you go past this you will be broke... |
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| posted: 2026-03-16 18:51:55 (ID: 100198296) Report Abuse | |
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MacsUltraVideosYT wrote:
well here's a resolution: +1 space is $50k a week fine +2 space is $100k a week fine +3 space is $200k a week fine +4 space is $350k a week fine +5 space is $750k a week fine +6 space is $1.25 million a week fine +7 space is $2.5 million a week fine +8 space is $5 million a week fine If you go past this you will be broke... That's quite similar to my system. My initial fee was 5K, you suggest 50K. My system would lead to 2.75 mio at +10 with your inital fee, which is not THAT harsh as you did write, but the jumps are at least explainable. My mathematicion brain gets wrinkles with such stange mechanics.
And even 2.75mio would no one spend on a financial u p d a t e basis for YA slots, so there is your cap. |
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| posted: 2026-03-16 19:24:08 (ID: 100198297) Edits found: 2 Report Abuse | |
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I think that if we want the game to increase its user base, we must look for systems to equalize the teams, we must work on systems that reduce distances and balance the game.
Maybe I'm a romantic, but NBA-NFL-style systems are designed to avoid hegemonic teams and to favor team A winning today and team B tomorrow. The Draft is designed for this, the last team chooses the first to take the star and thus have options to win tomorrow. Salary caps to avoid budgets of 1,000 million against budgets of 1. Balance is synonymous with emotion and starting the season with maximum expectations. Imbalance is the opposite, it is entering the game, seeing what is there and leaving after 15 days. ![]() Last edited on 2026-03-16 19:25:24 by Quimriera |
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| posted: 2026-03-16 20:13:11 (ID: 100198298) Report Abuse | |
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Quimriera wrote:
I think that if we want the game to increase its user base, we must look for systems to equalize the teams, we must work on systems that reduce distances and balance the game. I see where you are coming from, but I believe, this is wrong. Such games create the gamefun out of the fact, that a certain tactic could beat another one, that better players are somehow better acting. If we "wash" the edges away and make it all kind of euqal, we will accomplish, that the better managers to lose interest. At the same time the game becomes less challenging. I am quite sure this is wrong way. |
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| posted: 2026-03-16 20:23:11 (ID: 100198299) Report Abuse | |
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I don't think for the top teams money is the difference maker.
And I also don't believe that money is the factor limiting new teams on becoming successful. Sure, the old teams have sometimes the pockets and the material to stay on top, but the deciding factor is from my point of view preperation and playbook. Look at the budgets of all the teams with HIGH wages (coaches and players) and those of the most successful and you will see, the corrolation is not as easy as it might suggest. I remember very well that some manager did more or less rage quit, because their long time business plan on saving and then overspending to win big did crash on the reality, big time and some did not even make the playoffs. |
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| posted: 2026-03-16 20:43:42 (ID: 100198300) Report Abuse | |
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well there are two approaches to it since you bring up this topic (at least in my opinion):
1. Make it somewhat difficult but then once you are there you can win big-time (current) where there is a lot of imbalance 2. Make it easy and have more balance; but then there's no grind Honestly this kinda reminds me of College Football a bit since there is a transfer market and a lot of levels of teams... its still a good game tho... |
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| posted: 2026-03-16 20:45:20 (ID: 100198301) Report Abuse | |
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I honestly could see a balance between pete's idea and the idea addressed by quimriera, but it would take a lot to edit this system that is already well established and well run...
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| posted: 2026-03-16 21:01:49 (ID: 100198302) Report Abuse | |
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I'm not sure I get it.
The game is not easy to consume, right. It got easier over the past 10+ years, at the start it was even tougher to manage a team, especially training and wage management. But the rules and curcumstance are right now for all the same. I don't see where the so call balance is lacking. You need a few seasons to build a team, sure. There is no restriction how you do that. I did create my guide to help the people finding a good start, maybe even a great start, instead of finding all the stuff out by yourself. Once a team gets to a certain level, the management factor in all aspects gets really challanging. I don't get where the easier and balanced part should be introcduced. Sure, the game is not entry friendly, never was, but what is instead the goal? Building a championship caliber team in a season and win everything by default and then leave, because it's all so easy? I don't see any imbalance, once the maturity level of the franchise is build to the max, so stadium, media center, youth acadamy, staff, coaches and a decent roster with expierence. That takes time, from there it's management to keep the wages in check, finding the next players in YA, in the market and in the draft. Player finding is a lottery at some extend. Money earning beside the market sellings and buyings quite straight forward. The game right now allows goofy strategies on the roster, the field and on coaches. Some do even work, most not, but the freedom is there, instead of having cookie cutter teams, looking all the same. Make suggestions on improvement, great. A fresh look is always nice, but keep in mind, the game exists since many years and is a private project done by Peter. It's not a handy game to create as many ingame sales as possible or to have a deep grind to sell fast tracks to lazy managers. No fast tracks, the grind is all the same for all people, on purpose. |
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| posted: 2026-03-16 21:04:41 (ID: 100198303) Report Abuse | |
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I'm probably wrong, I think that if you reduce the distance between teams you promote competitiveness and increase excitement.
If the NFL were always won by the Patriots and there was no rotation in the hegemony of football, the sport would become predictable, monotonous and lose interest. If in RZA the distance between the leading teams is increasing, we are creating an impenetrable wall for teams that are starting out and that see the possibility of reaching the top very, very far away. So far away that they don't even try. Maybe the problem is that there are few teams and the differences are more visible, if we had 10,000 users these differences would be more blurred. But today we are what we are and not what we would like to be. |
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| posted: 2026-03-16 21:10:14 (ID: 100198304) Edits found: 1 Report Abuse | |
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Quimriera wrote:
I'm probably wrong, I think that if you reduce the distance between teams you promote competitiveness and increase excitement. If the NFL were always won by the Patriots and there was no rotation in the hegemony of football, the sport would become predictable, monotonous and lose interest. If in RZA the distance between the leading teams is increasing, we are creating an impenetrable wall for teams that are starting out and that see the possibility of reaching the top very, very far away. So far away that they don't even try. Maybe the problem is that there are few teams and the differences are more visible, if we had 10,000 users these differences would be more blurred. But today we are what we are and not what we would like to be. You are right, there is a difference and it seems, some teams are top and many are not and it seems those top teams are unreachable. But the difference is not based on salary caps or some restrictions, the difference is from my point of view effort those top teams put into the game and get results out of it and the rest, who might invest the same or even more effort, but don't get the results. But that effort is time, invested in preperation, planning, playbooks and the management part and that is not based on game rules, it's outside the game. Some 'get' the game, most not. The only way to equalize this, is to limit the preperation options, which I would hate to see. ![]() Last edited on 2026-03-16 21:10:53 by jack6 |
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