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How to fix parity and make lower tpe players better
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(This post was last modified: 09-11-2020, 11:15 AM by PremierBromanov.)

09-11-2020, 11:03 AMkrazko Wrote:
09-11-2020, 10:56 AMPremierBromanov Wrote: While we're here, lets argue about starting stats for different positions/roles

HOT TAKE:

Certain roles/positions have a permanent +X to certain stats. Let's say....its 5. For shits and giggles. Lets say for centers it's +5 faceoffs. This means at player creation, you have 5s across the board and 10 (5 + 5) in faceoffs. If you spend the 1 TPE required to push base faceoffs to 6, your faceoffs is now 11. This means getting faceoffs to 15 for a center would cost 15 TPE. That's probably fucking insane, but its a fun experiment. Could it work with less? +2 in values? At start it saves you 2 TPE. At 17 it saves you 80 TPE.

The result of a system like this is that different positions are encouraged to actually be good at things, because the more you invest in that thing, the more the additional +2 is worth. As it stands, there's virtually no difference between a winger with 15 faceoffs and a center with 15 faceoffs. The only real difference is that a winger would never really have 15 faceoffs because they don't normally take them. Meanwhile, centers have to dump like 60 TPE into face-offs just to compete with other centers. This necessarily creates a divide in centers and wingers, because wingers can be better at other things instead. So maybe its a moot point but im hot taking here so dont yell at me.

I really like this suggestion of the added benefit of certain positions. 
That could probably also be expanded to different roles
Sniper has +2 shooting accuracy
Playmaker get +x in passing 
Screener has +x in screening

Creating the feeling (at least early) that your selected role makes a difference in how your player will be best used

thinking on this some more, i wonder if we could do a flat  +1 to each "important" stat for each role.

pros:
-GMs can set lines as usual with no additional overhead
-Players have a sense of agency regarding their role, because GMs are naturally incentivized to play them at certain positions. Ie, a sniper would be much better at sniping than gooning.
-Low overhead: players select position at creation and can change once a season, like usual.
-Players are incentivised to get things to 20, since 21/22 is huge.

Cons
-Some positions have 6 important stats, some have 8. How would we decide? or might it be a flat +8 spread across all of the stats. Ie, maybe for a role with 6 stats, two of them are +2 instead of 1.
-Confusing for updaters and players alike. But, we have done strengths and weaknesses before. Still, moving the goalposts, so to speak, in terms of how much a stat costs could be confusing and error-prone.
-regarding 21/22, reduces parity (ie, widens the gap)

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RE: How to fix parity and make lower tpe players better - by PremierBromanov - 09-11-2020, 11:13 AM



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