Now that we've got a minimum roster and a maximum roster - what is the point of tying experience to the number of snaps you play?
As just one example - i've got a case right now - level 21 capped team where my players average about level 19-ish
In our recent games - we've played teams who average ~25/26/27 - so - unfortunately we've been getting blown out - 220-0; 130-0 and 65-10 (or thereabouts) - so in those blow outs - I have to modify the energy settings and depth charts in the hopes that everyone gets snaps.
In our most recent game (65-10) - it was closer than I expected to be (which I was glad about) - but still - wouldn't you know - I get a PM complaining that a player didn't get max experience....it's not easy to get everyone max exp when you can't predict what will happen in the game -
Coming up next game - we face a super low level team - so we will blow them out - then we bounce back to probably the best team in our conference (similar level to mine - but superior talent and game planning) -
So - how much useless time will I be spending - modifying the depth chart to max exp everyone when we blow someone out - then having to go back and re-modify the depth chart in the hopes of maxing exp when we get blown out...
I can't even predict what my energy settings / depth chart will do in an "even" game - because it will be week 8 or 9 before I get one. So I'm sure I'll be hearing from whichever players pay the price for that.
So - the good/bad of modifying the current experience reward system so that everyone on a team gets max experience every game :
The Good:
- Removes the tedious and sometimes difficult task of modifying depth/subs to get everyone max experience depending on whether you are in an "even" game; or whether you get blown out / blow someone out
- Removes the most common problem between Owners/GMs and players "my guy didn't get max exp"
- Allows owners/GM's to spend more time focusing on the fun aspects of the game
- Allows players to continue developing their players - even if they happen to be a role player on a team
- Significantly hampers the pain involved with "rotting"
- Would probably reduce the number of super slow builders (some wouldn't see this as a positive - but I do)
- Solves the current issue of Punters / Kickers not getting enough plays when they blow some one out (or get blown out)
the BAD
I honestly can't think of anything bad - but hopefully some of you can help me fill this in.
Supplied by posters:
- Not realistic
- Too easy for farm teams to max exp for 55 guys
yes - i know TLDR
As just one example - i've got a case right now - level 21 capped team where my players average about level 19-ish
In our recent games - we've played teams who average ~25/26/27 - so - unfortunately we've been getting blown out - 220-0; 130-0 and 65-10 (or thereabouts) - so in those blow outs - I have to modify the energy settings and depth charts in the hopes that everyone gets snaps.
In our most recent game (65-10) - it was closer than I expected to be (which I was glad about) - but still - wouldn't you know - I get a PM complaining that a player didn't get max experience....it's not easy to get everyone max exp when you can't predict what will happen in the game -
Coming up next game - we face a super low level team - so we will blow them out - then we bounce back to probably the best team in our conference (similar level to mine - but superior talent and game planning) -
So - how much useless time will I be spending - modifying the depth chart to max exp everyone when we blow someone out - then having to go back and re-modify the depth chart in the hopes of maxing exp when we get blown out...
I can't even predict what my energy settings / depth chart will do in an "even" game - because it will be week 8 or 9 before I get one. So I'm sure I'll be hearing from whichever players pay the price for that.
So - the good/bad of modifying the current experience reward system so that everyone on a team gets max experience every game :
The Good:
- Removes the tedious and sometimes difficult task of modifying depth/subs to get everyone max experience depending on whether you are in an "even" game; or whether you get blown out / blow someone out
- Removes the most common problem between Owners/GMs and players "my guy didn't get max exp"
- Allows owners/GM's to spend more time focusing on the fun aspects of the game
- Allows players to continue developing their players - even if they happen to be a role player on a team
- Significantly hampers the pain involved with "rotting"
- Would probably reduce the number of super slow builders (some wouldn't see this as a positive - but I do)
- Solves the current issue of Punters / Kickers not getting enough plays when they blow some one out (or get blown out)
the BAD
I honestly can't think of anything bad - but hopefully some of you can help me fill this in.
Supplied by posters:
- Not realistic
- Too easy for farm teams to max exp for 55 guys
yes - i know TLDR
Edited by TxSteve on Jun 27, 2009 21:01:55
Edited by TxSteve on Jun 27, 2009 19:28:07