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Post by sila on Mar 1, 2012 21:50:21 GMT 1
We have considered doing this, so that the fitness skill of a trainer has less influence on his wage than the other skills. In the end we didn't go through with it, because training fitness can have a huge advantage for your cyclists. Training 20 fitness means your cyclists gain 40% fitness each week, meaning you can let your cyclists ride at twice the effort. This will increase the race income, compensating more or less the extra cost of the trainer. Mind you, this tactic might be only profitable when playing in a higher division, with higher prize money. Mmm, I would even consider making this fitness skill for free ! Or even get rid off this skill... Free means : the fitness skill will be equal to the highest other skill of the trainer (a trainer with flat 18, mountain 15, will have also a fitness skill of 18 without an extra wage for this skill) If however, you decide to use this skill, you can not train another skill. i hope fitness will remain. i prefer to remain a separate skill in witch you have to invest a little but not too much. it came to me 2 solutions: 1. Make fitness skill to maxim 10. Double the effect and maintained the actual salary system. I know that until 10, salary don't increase so much. So a trainer with 5 fitness will recover 10 points of fitness, a maximum 10 will recover 20 points of system. Probably the fitness skill it wont drop. 2. Like it is now but change the salary. A 20 fitness trainer have a salary like a 10. Probably nobody has a trainer with 20 in fitness and if implement now it could be taken into options for next season. Obvious that when train fitness you can't train another skill. Fitness is a 2 way arms. Will make game more interesting.
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Post by lee1950 on Mar 1, 2012 21:58:49 GMT 1
For me form could have a great potentiel as an extra tactical aspect. So making it random would be a loss of possibilities and letting it depend on previous results is a bit unfair (a winner already has an increase in mood for that). I know this isn't original , (parts of it already been suggested through the years) but this is what I think would be the best way to handle the subject : Give every cyclist a (hidden ?) "form" skill from 0 to 10 , this skill represents the number of racedays a cyclist needs to get to his peek (and down to the bottom). a 0 will generate a totally random number each race. a 1 would generate a pattern like => 0 - 10 - 0 - 10 - 0 ... a 2 => 0 - 5 - 10 - 5 - 0 - 5 - 10 ... a 3 => 0 - 3.3 - 6.7 - 10 - 6.7 - 3.3 - 0 - 3.3 - 6.7 - 10 ... a 4 => 0 - 2.5 - 5 - 7.5 - 10 - 7.5 - 5 - 2.5 - 0 - 2.5 ... a 5 => 0 - 2 - 4 - 6 - 8 - 10 - 8 - 4 - 6 - 2 - 0 - 2 ... a 6 => 0 - 1.7 - 3.3 - 5 - 6.7 - 8.3 - 10 - 8.3 - 6.7 ... a 7 => 0 - 1.4 - 2.9 - 4.3 - 5.7 - 7.2 - 8.6 - 10 - 8.6 ... a 8 => 0 - 1.3 - 2.5 - 3.8 - 5 - 6.3 - 7.5 - 8.8 - 10 - 8.8 - 7.5 ... a 9 => 0 - 1.1 - 2.2 - 3.3 - 4.4 - 5.6 - 6.7 - 7.8 - 8.9 - 10 - 8.9 - 7.8 ... a 10 => 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 -10 - 9 - 8 - 7 ... (this number can be calculated by a few lines of code). R = Number of racedays F = Value of formskill X = Resulting formfigure
X = ((R/F)*10) mod 20; if (X > 10) then X = 10-(X-10);
trying to get your cyclist in the best form for the races you target would be a real challenge, of course the impact shouldn't be to high (like it is now) to not discourage the new or less active players. What if this were modified a bit to make it easier for managers? Here's what I mean: 1st - lets reduce the number of Form patterns by eliminating the most extreme (the first 3). So just these: (A) = a 3 => 0 - 3.3 - 6.7 - 10 - 6.7 - 3.3 - 0 - 3.3 - 6.7 - 10 ... (B) = a 4 => 0 - 2.5 - 5 - 7.5 - 10 - 7.5 - 5 - 2.5 - 0 - 2.5 ... (C) = a 5 => 0 - 2 - 4 - 6 - 8 - 10 - 8 - 4 - 6 - 2 - 0 - 2 ... (D) = a 6 => 0 - 1.7 - 3.3 - 5 - 6.7 - 8.3 - 10 - 8.3 - 6.7 ... (E) = a 7 => 0 - 1.4 - 2.9 - 4.3 - 5.7 - 7.2 - 8.6 - 10 - 8.6 ... (F) = a 8 => 0 - 1.3 - 2.5 - 3.8 - 5 - 6.3 - 7.5 - 8.8 - 10 - 8.8 - 7.5 ... (G) = a 9 => 0 - 1.1 - 2.2 - 3.3 - 4.4 - 5.6 - 6.7 - 7.8 - 8.9 - 10 - 8.9 - 7.8 ... (H) = a 10 => 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 -10 - 9 - 8 - 7 ... 2nd - lets get rid of decimals, and round everything off, to keep it easy to read: (A) = a 3 => 0 - 3 - 7 - 10 - 7 - 3 - 0 - 3 - 7 - 10 ... (B) = a 4 => 0 - 2 - 5 - 8 - 10 - 8 - 5 - 2 - 0 - 2 ... (C) = a 5 => 0 - 2 - 4 - 6 - 8 - 10 - 8 - 4 - 6 - 2 - 0 - 2 ... (D) = a 6 => 0 - 2 - 3 - 5 - 7 - 8 - 10 - 8 - 7 ... (E) = a 7 => 0 - 4 - 3 - 4 - 6 - 7 - 9 - 10 - 9 ... (F) = a 8 => 0 - 1 - 2 - 4 - 5 - 6 - 7 - 9 - 10 - 9 - 7 ... (G) = a 9 => 0 - 1 - 2 - 3 - 4 - 6 - 7 - 8 - 9 - 10 - 9 - 8 ... (H) = a 10 => 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 9 - 8 - 7 ... 3rd - make Form a known quantity, like TV. The team manager can see it, but it's hidden to other managers. That eliminates the headache of trying to figure it out. So each rider would have a Form section, that shows his Form pattern, his current Form for his next race, and the Form after his next race (so you can see if he's going up or coming down at a glance). 4th - make the impact a bit more important by extending highest Form (10) and lowest Form (0) to last two races instead of just one. So: (A) = a 3 => 0 - 0 - 3 - 7 - 10 - 10 - 7 - 3 - 0 - 0 - 3 - 7 - 10 ... (B) = a 4 => 0 - 0 - 2 - 5 - 8 - 10 - 10 - 8 - 5 - 2 - 0 - 0 - 2 ... (C) = a 5 => 0 - 0 - 2 - 4 - 6 - 8 - 10 - 10 - 8 - 4 - 6 - 2 - 0 - 0 ... (D) = a 6 => 0 - 0 - 2 - 3 - 5 - 7 - 8 - 10 - 10 - 8 - 7 ... (E) = a 7 => 0 - 0 - 4 - 3 - 4 - 6 - 7 - 9 - 10 - 10 - 9 ... (F) = a 8 => 0 - 0 - 1 - 2 - 4 - 5 - 6 - 7 - 9 - 10 - 10 - 9 - 7 ... (G) = a 9 => 0 - 0 - 1 - 2 - 3 - 4 - 6 - 7 - 8 - 9 - 10 - 10 - 9 - 8 ... (H) = a 10 => 0 - 0 - 1 - 2 - 3 - 4 - 5 - 6 - 7 - 8 - 9 - 10 - 10 - 9 - 8 ... This is more stable, because each complete Form cycle lasts longer, which makes race and team planning easier. It also makes (G) and (H) awesome Grand Tour riders, and lets you use (A) and (B) for most of the Classics season.
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Post by Schizm on Mar 1, 2012 22:14:50 GMT 1
Schizm's approach is nice but I don't like the randomness for each cyclist. First you need to find out what the cyclus of the form is for that cyclist (if you can even figure this out ? When the influence is very small, you will never discover this form cyclus) And once you know this cyclus, it is a matter of calculating the number of races before max form is reached. No, when form is a kind of "behind the scenes" skill (like it is in Hattrick), you need to have some influence on it ... I would not display the skill but make the rounded formfigure visible after every race (to the own manager alone like the TV). So kind of like it is now (Recent form (last 5 races): ...). So it is something you have to find out by letting him race, and once you do it is indeed a question of planning ahead to let him reach top form when the most important races are there. The influence should stay procentual so it will not be that important in the lower divisions. I think it being a random pattern for every cyclist would increase the diversity in results and the tactic possibilities. f.i. if your man for the general in the Giro has a "10"-pattern will you let him start at form 0 and the chance of losing time in the first races so he will be at his best in the last stage when he has to perform on 100%, or will you try to start with a 4 or 5 , he will lose less time , but he will be over his peek (at 6 or 5) when the last race is on. edit : I only see Lee's post now, nice to see we are on a similar line about the visibility of the form. I would not mind a simplification (the drawback is that you probably wil need more code), or letting the most extreme patterns disappear, that are details which the developers should decide on. I just think the general idea behind this would be a great addition to the game. I guess you could even shift the possibilities, so a formskill 20 would generate a 0 - 0.5 - 1 - 1.5 - 2 - 2.5 ... 9 - 9.5 - 10 - 9.5 - 9 ... pattern, just to give the most "extreme" example Also I don't think this has to be a lot of work, in my original proposition you can see I only used 2 or 3 lines of code to calculate it. And the fields for making the pattern visible , plus the formulas for it's influence are already there. All you will need is an extra field to define which pattern a cyclists form has. Mmm; is the old CA-skill field still present in the cyclist database ? ;D
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Post by lee1950 on Mar 2, 2012 0:47:54 GMT 1
Might also be nice to assign the Formskill on a normal distribution - so here would be more 4s and 5s than 1s or 8s.
I think you have come up with a very interesting approach, schizm!
And your idea about showing the recent Form where it currently is makes great sense.
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Post by ElGringo on Mar 3, 2012 22:37:56 GMT 1
Related to the Trainer: We can train to raise the skill, but I think that should be an option to train him to lose skill when we need or related to the finantial problems. In the same way that we pay €10.000 to raise, we pay the same for lower. Thanks for that
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Post by sila on Mar 3, 2012 23:00:31 GMT 1
is it posible to raise the maximum skill when hire a trainer? why limit to 10?
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Post by rarau on Mar 3, 2012 23:50:15 GMT 1
is it posible to raise the maximum skill when hire a trainer? why limit to 10? why? because if you could buy a 15/20 trainer this will help the richiest teams. if you want to train something else you could buy a trainer with 10 and after this to have SOME patience. And if you are too rich train a trainer (who is already on 18/20) on other skill to 15-18 and after that change what the trainer train and UNtrain the first skill.
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Post by ElGringo on Mar 3, 2012 23:51:26 GMT 1
IP, please check this I cannot put this working.
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Post by Il Padrino on Mar 4, 2012 1:07:38 GMT 1
It should work now. It's because of a new feature that was only partly activated.
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Post by ElGringo on Mar 4, 2012 12:23:34 GMT 1
It should work now. It's because of a new feature that was only partly activated. Thanks, is working now.
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Post by sila on Mar 4, 2012 12:34:28 GMT 1
is it posible to raise the maximum skill when hire a trainer? why limit to 10? why? because if you could buy a 15/20 trainer this will help the richiest teams. if you want to train something else you could buy a trainer with 10 and after this to have SOME patience. And if you are too rich train a trainer (who is already on 18/20) on other skill to 15-18 and after that change what the trainer train and UNtrain the first skill. i see it like it is now a rich team is favorized. i reach team can afort a big salary (a trainer with 2 high skill) but a poor team not only it can afort a mltipleskill trainer it will also lose important training waiting the trainer grow from 10 to 15 or 20.
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Post by icsulescu on Mar 4, 2012 19:14:54 GMT 1
It would be nice to have some small flag near every user (on the online users page). This way, you don't have to click on every user to see his country.
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Post by Il Padrino on Mar 5, 2012 14:08:51 GMT 1
It would be nice to have some small flag near every user (on the online users page). This way, you don't have to click on every user to see his country. Done!
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Post by Genomico on Apr 30, 2012 10:57:55 GMT 1
3 small suggestions that could be handy:
- When you want to sell a cyclist, you perhaps want to do this on a certain time in the near future. For example tonight 8 PM or tomorrow 2 PM. Might be handy if there could be an extra option 'When to sale' next to 'Set for sale', with a default of immediatly. - At the transferlist-startpage, it would be nice if you can also set if-statements like: minimum flat 7 "OR" minimum mountain 7. So then that would be 1 instead of 2 different searches. - At the same transferlist-page there is an option 'Deadline' so you can see transfers TILL a certain deadline. But for me it would be handy to see transfers AFTER a certain deadline. Because for example I have already searched for interesting transfers till Wednesday-midnight (and put them on my shortlist). If I would search again I'm only interested in the transfers of Thursday.
These options could also be Premium specific.
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Post by ElGringo on May 6, 2012 12:18:03 GMT 1
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