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Staff Market&Improvements Thread

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This Post:
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26083.20 in reply to 26083.19
Date: 4/28/2008 10:11:48 AM
Overall Posts Rated:
22
salary cap would be exactly what we need, well done!

I tried to think about PR manager and his preferences, you all feel free to add here something or correct me:

Stadium attractivenes (hiring better cheerleaders, beer and popcorn flow - in overall taking care during a match - increase ticket holders)

Merchandising (fee from that)

TV Revenue (how he negoliate contracts from TV companies, you'll get better money from TV matches)

Attendeance (overall)

...

I think that every staff should have preferences like ambicious level, loyalty, profesionalism - which will affect overall of above preferences while your team lose many matches or win these... you know - if your team falls down, not everybody works for a 100 percent and on the contrary - could be better during many losings, because of his "hero" soul

..but I'm not really sure about this

Last edited by Iordanou at 4/28/2008 10:25:46 AM

This Post:
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26083.21 in reply to 26083.20
Date: 4/29/2008 12:47:19 AM
Overall Posts Rated:
44
I was thinking about making the PR manager more like manager of non-basketball operations. So you could have:

Travel manager - your team has less hassles on road trips, so they play better.

Contract negotiation - Players sign for less. Or perhaps player promotion, so that both the player and team get a fee from sponsors who want him to do ads, interviews, etc.

Beer sales - those in the bleachers won't remember your 7 point 4th quarter where you blew a 20 point lead and will show up the next game since they had such a good time, Meanwhile VIP sales are hurt because of the drunk who puked on their suit after the game.

This Post:
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26083.22 in reply to 26083.21
Date: 4/29/2008 4:27:38 AM
Overall Posts Rated:
22
interresting

unfortunately I think that Doctor can cure or prevent from injuries only, so we will have no fine preferences for him :/

This Post:
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26083.23 in reply to 26083.22
Date: 4/30/2008 10:03:44 AM
Overall Posts Rated:
00
Just a thougt:

As I've seen, multiple users want several skills for the trainer.
Why not give every user x skillpoints to divide over his trainer.
(these skills can be the ones or similar mentioned in earlier posts)

An example:
7 skills, 20 skill points, max 5 skillpoints for each skill

Player 1:

skill1:xxx
skill2:-
skill3:xxxx
skill4:xxx
skill5:xxxxx
skill6:xx
skill7:xxx

Player 2:

skill1: xxxxx
skill2: xx
skill3:x
skill4:xxx
skill5:x
skill6:xxxxx
skill7:xxx

Player 3:

skill1:xxx
skill2:xxx
skill3:xxx
skill4:xxx
skill5:xxx
skill6:xxx
skill7:xx

In this example, all 3 players will have a different outcome of coaching qualities, with the same total "value".

Wages:
option1: spending less than the total skill points could lower the wage
option2: The more extreme you divide your skills, the more wage you spend.

In this system there is no benefit for being a longtime player of BB. Everyone has the same maximum of skillpoints to spend.

Addition: change of skillpoints only possible once a week/month/(half-)season

Last edited by LA-Kantine at 4/30/2008 10:05:28 AM

Climbing the BB-mountain. Destination: the top.
This Post:
00
26083.24 in reply to 26083.23
Date: 4/30/2008 10:31:11 AM
Overall Posts Rated:
44
Just a thougt:

As I've seen, multiple users want several skills for the trainer.
Why not give every user x skillpoints to divide over his trainer.
(these skills can be the ones or similar mentioned in earlier posts)

An example:
7 skills, 20 skill points, max 5 skillpoints for each skill

Player 1:

skill1:xxx
skill2:-
skill3:xxxx
skill4:xxx
skill5:xxxxx
skill6:xx
skill7:xxx

Wages:
option1: spending less than the total skill points could lower the wage
option2: The more extreme you divide your skills, the more wage you spend.

In this system there is no benefit for being a longtime player of BB. Everyone has the same maximum of skillpoints to spend.

Addition: change of skillpoints only possible once a week/month/(half-)season

Or perhaps the cost for a change in the middle of the season is much more expensive, since most staff of the particular skills you seek are already under contract. Maybe there could be a "hiring window" for a few weeks at the start of the season, and then salaries begin to ramp up. Maybe a special window at the ASG, and then continue to increase slowly for the end of the season.

The salary could also be based on demand. Let's say that the collective demand for skill7 is 3.5, but for skill 6 is 2.5, then skill7 would cost more for the same number of points (this is similar to the idea that you would probably pay more for a player with a prominent JS than one with prominent stamina or prominent FT.

Last edited by jimrtex at 4/30/2008 10:32:34 AM

This Post:
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26083.25 in reply to 26083.19
Date: 4/30/2008 10:41:57 AM
Overall Posts Rated:
959959
I would like to see a staff transfer market (similar to players) with a salary cap on combined player and staff salaries... this way you have to again balance the economic side of the game.. do you go for a grade A coaching set up (with less money available for roster or pack your roster for tactical flexibility but have less staff?


I think that will kill player over 20 years, because everyone is forced to get a young team which is near the SalaryCap, and then to train then over the SC. Or did you supoose that you "fire" your players in a half season rhythm? and after a while it was nearly impossibel to change their rooster without loosing quality.

Everything is relative and to not implement a system you know would be good fun because the top teams would be able to keep their dominance is silly. So to prevent this from happening - impose a salary cap to ensure that everyone can work off a simlar playing field.


But this could also be bad, when it was showen that 3-5 ways of building the rooster was more succesfull, because some strategies are to expensive in salary. And because of the importance of building a young strong rooster, i think the top teams would stay in front because the other teams can't afford the necessary rooster to start up - but maybe we got then in 10 season a rebuild in the top leagues and very weak roosters their.

From: jimrtex

This Post:
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26083.26 in reply to 26083.24
Date: 4/30/2008 10:55:37 AM
Overall Posts Rated:
44
Or perhaps like this:

Each week there could be a certain number of staff members available for a positiion (say 10-20), with a variety of skill levels and distribution, and a fairly low salary. You could make a bid for the staff member, but with an increased number of teams bidding for his services, his salary demands increase. You could make a counter-offer, or switch to another player, or drop out of the bidding for that week.

Then instead of his skills declining over time, his salary demand might increase.

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This Post:
00
26083.29 in reply to 26083.1
Date: 2/6/2009 12:46:35 PM
Overall Posts Rated:
22
I know this has been mentioned before, but each suggestion for improvements with the trainers or staff has been scattered across the forums. i figured i would make this thread with an obvious title so that people will know what to look for. i think the main problem with the trainers is their simplicity whereas most players here are from HT and are used to the various skills that a coach/trainer comes with. I don't want to simply go ahead and copy HT since i rather the like the differences this game provides. but i do feel that having trainers and staff ranging from level 1-10 is rather boring.

i would suggest that the trainers take on a more coaching oriented role. most users already call them coaches (to the frustration of many GMs and other experienced players). players will still set the tactics, but the coach will play a bigger role in the game. this can help compensate for the eventual (i'm hoping) removal of the CT/TIE system. instead of using CT to push you over the top you could instead have superior coaching. i'm not too sure about this previous part, but i just thought of it so...

but what i want to stray from HT is the set of skills. obviously football and basketball are two different sports requiring different coaching skills. therefore you could have these skill sets:
1. Leadership
2. Intelligence
3. Training
4. Experience
5. Potential
6. Outside Training
7. Inside Training
this is just an example of the skills but you can vary them to make it more specific. but each skill area will have the same skill ranking that the players have. and just like the players the coaches skill levels will be able to increase and decrease according to the training/studying a player makes his coach go through.

if the GMs feel like this should be put elsewhere then by all means do so.



Coach with skills. This is the good idea, because it can force you to think about your team future. Perhaps CT could be slightly influenced by "leadership" or getting players experience by "experience" :). There is a lot of things where coach can go.

In my opinion is dividing the coach to outside/inside important too. Is really easy now rotate training where you want, while your coach is indeed a tactical titan genius, because he can train whatever he wants. Good for him.

This Post:
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26083.30 in reply to 26083.29
Date: 2/11/2009 3:25:46 AM
Overall Posts Rated:
22
I have to pump it up again to say that I didn't remember that I putted into this thread something already, so I'm looking like schizofrenic now. Nice.

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