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Special Players
Posted by Al Sellers on Friday, Feb. 10th, 2012 at 1:37 AM

I think we have a few "old school" United rules type folks in the league so I'm posting this topic here.   

Now that you've played a season and are getting a sense of how things are operating...do you have any ideas on adding "special" players?

I was looking at the league Martin ran (which is the basis for our rules): http://myweb.tiscali.co.uk/teepeeyell/

There you will find great newsletters including issue 74 where current Droylsden boss Dave Gittins enlightens us with his topic of "THINGS WHICH HAVE REALLY PISSED ME OFF THIS ISSUE"...  

But I digress...

Are there any ideas to have certain auction players (or auction coaches) made available that do special things or have special attributes?  

Such as a I/10 on offer that has the ability to break the 5 SL gain and go to SL 17 in this season only.

Or incorporating a range of FIT for each auction player (maybe occasionally they are in MINUS territory while later in the season they can be +2 for fit).  Right now all auction players are a FIT of 0 unless they are APPs where they start at FIT 2.

Or adding SBYs....

Or adding Backroom Boys...

Or other creative ideas to shake things up (I saw where Martin had a "Borderline Substances" on offer where the winning manager gets to pick a player to add 2 SL to immediately; but their age also increases by 1).

Ideas? 

Readers Comments

What about MPP's Al ?

Multi Position Players such as Sweeper Defenders/Def Midfielders/Midfield Attackers/ Utilities are very popular in most Footie management games!

How about a new BRB who coaches players to take Free Kicks & Penalties maybe adds +2 SL to a nominated spot kick taker each match

or Matchday bonus named Awayday Fan Boost awarded to teams that win 3 away games in a row giving a one off +10 to be split amongst outfield areas in next away match.

Dave Dowson on Friday, Feb. 10th, 2012 at 2:21 AM
 

Wow, that took me back...I hadn't realised that site was still up. Many memories...

It would certainly introduce more variety to vary fitness of auction players, and to throw in a few random DP's. Putting up a player who is just short of a long ban was always quite fun! Presumably that would be quite easy to program in? Allowing players to be coached more or less also adds to decision making, but may or may not be easy to implement depending on how your setup works?

I did have a big list somewhere of all the variant Backroom Boys that I'd put in the auction, 20 or 30 I think, which would make a big menu you could select from or add to: If it ever turns up I'll send it across. There tended to be two different types: the one -off bonuses often took some work to implement, and sometimes it wasn't worth all the effort for something which would only be used once. Also you have to be careful to consider how managers coould abuse them: sometimes they were more powerful than I had intended them to be, especially in combination. But when they worked they were good :-)

Sadly most issues of TPL are now gone: I do have paper copies of many, maybe I'll scan them in sometime and deposit them somewhere for posterity! Others I only have in some old Atari ST format, which will probably never surface again.

Martin Burroughs on Friday, Feb. 10th, 2012 at 3:16 AM
 

GK coach BRB? Adds 1 or 2 SL.

Steve Turner on Friday, Feb. 10th, 2012 at 12:46 PM
 

Crikey, I'd forgotten those "Things..," articles. I had a load of them on a disk somewhere. From what i recall, I'm still cheesed off with pretty much the same things.

Dave Gittins on Saturday, Feb. 11th, 2012 at 3:18 AM
 

As I remember i did have a formula (probably only in my head)...i tried to make each type of brb have the same effect in total match levels over the season...or the same order of magnitude: maybe i can dig that out too. So for example a groundsman adds 2 levelsxabout 12 home matches=24 match levels. Youth coach probably less per season, but a lasting effect over several seasons.

Obviously not an exact scence but it helps to understand roughly how strong brb's are,

Martin Burroughs on Saturday, Feb. 11th, 2012 at 6:23 PM
 

I do have some interesting ideas for BRBs (I can start a new thread for that)... I think we can do a lot to expand the league with BRBs as opposed to player ideas.

But... that's not to say I don't have some opinions on player ideas.

I don't think we should have MPPs in MSWL-U. The -2 penalty is small enough to allow for flexibility but still provides some penalty for managers who play OOP. 

Adding SBY SL 3 or 4 to the auction. We have SL 6 and 7 APPs in the Auctions, why not SBYs too - they would be the future superstars. It would require quite a bit of work to get them to potential, but it could be worth it. Later on in the season, an SL 4 SBY could be just the right pickup a team needs heading into the Youth Cup.

I like the idea of +/- FIT and players on the verge of suspension (or actually suspended). These players would have the same minimum bid as "regular" players, but it would be interesting to see how the actual bidding adjusts to a II FW 14 -2 FIT versus a II FW 14 0 FIT, 2 match ban.

You could do the "1 off" RSD potential boost in both directions... there could be a 88% chance that a player has 0 boost (ie, an Age I would stay with 5 RSD slots), a 4% chance of either only have 4 RSD, 4% for 6 RSD slots, a 2% chance of only 3 RSD slots and a 2% chance of 7 RSD slots. This would be adjusted by age of course.

Rob Peterson on Saturday, Feb. 11th, 2012 at 6:29 PM
 

ï» I also thought it might be a good idea to revise this thread as there were some good ideas here, that maybe some could be introduced for S3. some additional variety in BRB's might be nice. Maybe a brb who can help convert a player into a multi-position player or one that can add potential additional RSD slots - i also liked the potential nastiness of the RSD potential boost as an auction item that can go in either direction. Such gambles are nice when they pay off, but having a potential detrimental chance couls put off the cautious. Maybe a nice dietary supplement that could stop a player ageing at season end, with a smaller potential downside that the player's ageing is actually accelerated instead!

Vick Hall on Friday, May. 11th, 2012 at 3:24 PM
 
 
 
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