• Re: The Staff game (AKA Crazy Tiny Players) - Discussing possible chang

    From Futbolmetrix@21:1/5 to milivella on Sun Nov 24 18:17:56 2024
    On Sun, 24 Nov 2024 3:52:55 +0000, milivella wrote:

    TL;DR: I plan to implement one of the following two changes:

    Oh, dear...or, as that fellow used to say:

    "The game world you’ve built is...unique. It takes a rare kind of
    creativity to design something so convoluted that it feels more like a punishment than an adventure. I mean, who else could so thoroughly test
    the patience of their players while still managing to act like they’re
    doing us a favor?"


    X. Will and Pat offer the same tactic as Dan; Aggie is removed from the Staff.
    Y. You pick the tactic and the staff member to implement it, but you
    have to use all 12 tactics every 12 matches.

    Yeah, I don't like either of them, especially Y. It doesn't encourage
    any strategizing or anything, you might as well skip the whole lineup
    stage and randomize the formation every week.

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  • From Futbolmetrix@21:1/5 to milivella on Mon Nov 25 11:59:29 2024
    On Mon, 25 Nov 2024 3:17:06 +0000, milivella wrote:

    milivella:

    Now the question is: what should a gamemaster do?
    - On one hand, you should be rewarded for solving the game. So nothing
    should be changed... at least until you win something.
    - On the other hand, the meaning and the challenge of the game should be
    restored; i.e., you should be offered options from which it is hard for
    you to choose (so that you have the _challenge_ to choose among
    _meaning_ful options). So after you win something, the game should be
    changed so that there is not a single option that is clearly the best.

    I see it as: congratulations, you beat level 1... let's move to level 2.


    But, as you said, we haven't really solved the game, because:

    - You needed help in the form of "legal cheating" (reading the values of
    the skills, healing injured players, etc.).
    - You still haven't won anything.
    - It could turn out that what works in the Finnish first division
    doesn't work in another context.


    In any case, if you really want to make Level 2 harder, you could do a
    variety of things that aren't as heavyhanded and boneheaded as Y. Some Possibilities:

    - You have a quota on the number of times that you can use any formation
    (a quota that is higher than N-11).
    - When the laid off ladies offer you their intervention, instead of
    skipping the market round, you are forced to play a suboptimal
    formation.
    - You lay off the ladies altogether, or at least some of them.
    - I'm sure there are more.

    I can't believe I'm negotiating with the Evil One...

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  • From Futbolmetrix@21:1/5 to Mark on Wed Nov 27 16:57:51 2024
    On Wed, 27 Nov 2024 16:31:35 +0000, Mark wrote:

    I don't like the idea of having to change tactics every match. It's very unrealistic. Once a coach has found the optimal tactical system for his
    team, he's going to want to use it all the time (or at least the vast majority of the time).

    Hear, hear!

    And what about the meaningful choice of picking Yeremenko or Halonen?

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  • From Mark@21:1/5 to All on Wed Nov 27 16:31:35 2024
    I don't like the idea of having to change tactics every match. It's very unrealistic. Once a coach has found the optimal tactical system for his
    team, he's going to want to use it all the time (or at least the vast
    majority of the time).

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  • From Werner Pichler@21:1/5 to Futbolmetrix on Thu Nov 28 14:23:33 2024
    Futbolmetrix <[email protected]> wrote:
    On Wed, 27 Nov 2024 16:31:35 +0000, Mark wrote:

    I don't like the idea of having to change tactics every match. It's very
    unrealistic. Once a coach has found the optimal tactical system for his
    team, he's going to want to use it all the time (or at least the vast
    majority of the time).

    Hear, hear!

    And what about the meaningful choice of picking Yeremenko or Halonen?


    There could be something like a fatigue mechanic
    where your starting XI begins running out of steam if
    it’s deployed the same way game after game after
    game.

    But I can’t think of a way to implement that (or am
    too lazy to try).


    Ciao,
    Werner

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  • From Futbolmetrix@21:1/5 to milivella on Fri Nov 29 19:02:04 2024
    On Fri, 29 Nov 2024 2:45:28 +0000, milivella wrote:


    There could be something like a fatigue mechanic
    where your starting XI begins running out of steam if
    it’s deployed the same way game after game after
    game.

    Interesting idea!

    But it's already there in the probability of getting injured or knocked.


    But I can’t think of a way to implement that (or am
    too lazy to try).

    Off the top of my head: every N consecutive games you use the same
    tactic, your best remaining player is "banned". (and every N consecutive games you do _not_ use a given tactic, your worst banned player is
    "unbanned" for that tactic). But I already hear Futbolmetrix saying "boneheaded" in the distance...

    No, I feel nice today. But you are fixating on this idea that the only "meaningful" choice in the game is the formation choice, and... one can disagree about this.

    If you bring back Pat in his unrestricted version and fire Helen (so no
    more medical doping), you would get a few more meaningful choices: play
    3-4-3 with da Bull knocked, or 4-4-2 but give da Bull time to heal?

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