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Rare random factors

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130277.19 in reply to 130277.15
Date: 2/4/2010 5:54:23 PM
Overall Posts Rated:
4040
I see that my skill blooms idea was rejected so I thought about Career lines. It's the same training just faster or slower. lets say that 100% is current speed. but player would have some periods, when his skills would grow faster or slower from (50% to 200%). If old player has green 170-200 % period, it means that he will grow 1.7 - 2 times faster than current speed, so probably it would be faster than young player in current speed right?


Hmm... would be interesting to have here players which can grow slower but for almost whole career. I dont think that is should be like that they have to have same training rate on the age 22-25 like normal players on 18-21.

In fact they could have it like 24 old players but from 18 to 28, every year is the same. And it would not be complicated for anyone to understand. Of course, you can waste your space by training them on 1 post, but more efficient would be to train more of them 2 post.. And after 28 they will be soon dead anyway.

The reason why Im suggesting something different than this:
http://img684.imageshack.us/img684/4117/extraordinarycare...
..is the fact that it could be efficient only for NT teams (farming) - current slower training and potential cap is a rescue for trainers of NT players, which are not forced by NT managers to sale players in late age if they dont want to train them and doesnt want to look in eyes of comunity like selfish centre of Universe.... so is a good thing that the training cap is here relatively early

Other way - normally you have to develop player for sale or for your team, but you never can afford to waste with anyone his whole career, unless there would be like 5 of them (I suggest) (or lately the whole team - team training).

Anyway it should not be hidden atribute, because it would be insane to find someone like that on Transfer market.

This Post:
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130277.21 in reply to 130277.20
Date: 2/4/2010 6:28:52 PM
Overall Posts Rated:
959959
boost but not in this dimension ;)

This Post:
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130277.23 in reply to 130277.22
Date: 2/5/2010 4:23:44 PM
Overall Posts Rated:
485485
"It's the whole beauty of unpredictable life."

I wish I could share your detachment, but I think I speak for the majority of mankind that we seek to limit or control our risks. That is why I would suggest, if we accept the possibility of career-threatening injury or loss of skills, that we also have a chance to insure against such a catastrophe.

I would think it could work similar to our decision to scout, with x amount of dollars per week buying x amount of insurance for the team. The mechanism by which the insurance is claimed would require some thought, but perhaps related to a multiple of the player's weekly salary. Big teams with big salary loads would have the chance to buy more insurance, little teams might choose to save $500,000 to cover such a loss of a div. IV star. An NBBA team loses the equivalent of a Greg Oden, collects the insurance, a lump sum of, say 3 million, then can go out buy another such player, promote that promising 22 year old, or some other option. For realism's sake, the "Greg Oden" is then released, with a dramatic drop in skill levels (say, everything cut in half), and as a free agent tries to land with another team.




From: pop21
This Post:
00
130277.24 in reply to 130277.1
Date: 2/5/2010 7:47:27 PM
Overall Posts Rated:
00
Love first three suggestions, not so much the fourth one.

First does that in a way already, in cases where a player is being trained. If a player gets injured, he can't train, so it has the effect as if he lost a few skills.

If two ever gets implemented, it would go hand in hand with the draft. It would have to be more hands on, managers should have more control over it.

Three, have players who are early vs. late bloomers.