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Season 6 Changes

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This Post:
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40617.389 in reply to 40617.385
Date: 8/11/2008 8:28:39 AM
Overall Posts Rated:
959959
Of course an arena tax would level the playing field (as an example I would gain on the big team in Sweden HHH), however it would be an unfair way. The reason why teams like Torooo and HHH are in a better position then me is because they have started before me and that they have managed theor teams in a good way. I cannot see why they should be punnished for this.


You are right, but i don't thnik they got punished for this, the changes just avoids thats a medium or bad manager who started earlie will be in front of a good manager who started later just because.

Tatoroo will stay competive, and his opponent are punished the same way ... BUT the teams in lower weeks, but their progress won't be faster then the one of an as good manager in a lower leagues. Maybe it is a bit slower so the manager could catch up, or still a bt higher but actual you benefit a lot in playing a higher league.

This Post:
00
40617.390 in reply to 40617.387
Date: 8/11/2008 10:04:46 AM
Overall Posts Rated:
1515
No. I was not going to catch him this season. The difference is that before I had enough cash flow to at least upgrade my team every so often. With these changes my cash flow will only allow for the status quo.

The changes are not the same for all div one teams. For me and some others the changes will mean we barely break even. For Top teams the changes mean they will only make 6 million instead of 8. This is the problem. As Kozlodoev pointed out, why treat a team with a 20k arena the same as a team with an 8k arena?

Secondly, if you recall, the changes are temporary. How can you adapt for the long term with little positive income while the tops teams have enough to wait it out?

I get that they do not want to automatically level the field, but the goal should be to lessen the slope rather than steepen it, which is what these changes seem likely to do.

From: Bunter
This Post:
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40617.391 in reply to 40617.11
Date: 8/11/2008 11:04:26 AM
Overall Posts Rated:
2323
OK, my team won third D and they have to play in second next year.

I have now made some calculations.

It seems that I have to sell all my best players, fire my stuff and recruit cheapest possible ones. In this way I can hopefully finish my season with all five players. I certainly hope that they do not hurt themselves during the endseason.

Thank You very much Töröö!

This Post:
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40617.392 in reply to 40617.391
Date: 8/11/2008 11:13:17 AM
Le Cotiche
III.1
Overall Posts Rated:
772772
OK, my team won third D and they have to play in second next year.

I have now made some calculations.

It seems that I have to sell all my best players, fire my stuff and recruit cheapest possible ones. In this way I can hopefully finish my season with all five players. I certainly hope that they do not hurt themselves during the endseason.

Thank You very much Töröö!


you should indeed sell some, you have 19 players!

This Post:
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40617.393 in reply to 40617.392
Date: 8/11/2008 11:31:50 AM
Overall Posts Rated:
2323
As you maybe noticed, there are five players for sell. Some of them might not even be bought by any team, but then they'll be fired . Ideal situation to start for the next season is having 10-11 players and no friendly games. That's the only possibility to avoid bankruptcy.

More players have to be sold during the season.

This Post:
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40617.394 in reply to 40617.393
Date: 8/11/2008 11:59:23 AM
Overall Posts Rated:
225225
As you maybe noticed, there are five players for sell. Some of them might not even be bought by any team, but then they'll be fired . Ideal situation to start for the next season is having 10-11 players and no friendly games. That's the only possibility to avoid bankruptcy.

More players have to be sold during the season.

That's the only way to speed up bankruptcy, since you're voluntarily foregoing 33% of the training minutes available.

Last edited by GM-kozlodoev at 8/11/2008 11:59:42 AM

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
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40617.395 in reply to 40617.394
Date: 8/11/2008 12:13:53 PM
Overall Posts Rated:
2323
I know. But it is unfortunately the only way to prevent immediaty bankruptcy. I do not afford to have 15-17 players and if I take friendly match, some of my players will decrease their condition because of too many minutes.

This is not my choice!

This Post:
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40617.396 in reply to 40617.395
Date: 8/11/2008 12:15:59 PM
Overall Posts Rated:
506506
12 (4/5 trainees) players is perfect for 3 games a week imo.

Last edited by BB-Patrick at 8/11/2008 12:16:22 PM

This Post:
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40617.398 in reply to 40617.397
Date: 8/11/2008 12:21:34 PM
Overall Posts Rated:
2323
OK, thanks! Let's start with 12 but if someone get injured, then there will be problems. Also it's quite difficult to have exact minutes for a certain player.

From: Asasasa

This Post:
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40617.399 in reply to 40617.398
Date: 8/11/2008 12:28:04 PM
Overall Posts Rated:
22
I once managed to get on with 10 players. Its a challenge but its not impossible.

12 is the optimal number of players I would recommend. For a BBB team though, the number is a bit higher.

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