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Suggestions > Youngbloods Gaining Experience

Youngbloods Gaining Experience

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258325.2 in reply to 258325.1
Date: 4/28/2014 6:47:55 PM
Overall Posts Rated:
3535
good idea, it also creates an additional market for players ages 36 and up if they have at least a prolific experience.
it serves also as an "extra" trainer for the team for the short term ( lets say for a season or helf a season).
It adds a new dimension since a manager can choose which direction his team needs to go, training or win now?

This Post:
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258325.3 in reply to 258325.2
Date: 4/28/2014 9:22:57 PM
Overall Posts Rated:
1111
That's what I was thinking too. It can help create an across the board a more competitive market without being wholly unbalanced because older players can be paid higher prices, lowering (10-30k) younger players for teams who want to buy the player of their dreams.

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258325.5 in reply to 258325.4
Date: 4/29/2014 3:30:16 PM
Overall Posts Rated:
1111
Actually there are plenty of 33+ players with 10-20+k salaries that have skillets much higher than you suggested.
It is very possible, as long as you have the right trainer, to have a 38 year old with a 25k salary.
Besides, experience doesn't come with age, it comes with playing minutes, so claiming that these players would one be 38 years old is inherently false, as many players 33-34 can have prolific or higher experience.

This Post:
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258325.8 in reply to 258325.1
Date: 4/30/2014 8:49:49 AM
Overall Posts Rated:
766766
i like the idea very much. Im going to suggest a bit more on it.

So i think that it should be exclusively with Experience. Nothing in the game train's experience, other than minutes played in league, playoff and NT games, B3 etc.

What i think would be good, is if other players Experience is 'trained' by the experience of his team mates.

Two Examples.

Lets say you a team of rookies, who all only have experience of 'Atrocious'. The rate at which they all train Experience is at a rate of say, '1.0'

now lets say that 4 of the players on that team have 'Strong' Experience. The 1 guy who has Atrocious experience, well his experience trains at a rate of '1.8', whilst all the 4 guys who have Strong still just train at 1.0

or something like that.

So essentially, when a less experience player plays with a more experienced player, his training of experience goes faster.

This way, you have to PLAY the more experienced guys in order to get the training bonus...... Not just have them on ur roster.
So its a bit like Experience osmosis B)

This Post:
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258325.9 in reply to 258325.5
Date: 4/30/2014 8:51:15 AM
Overall Posts Rated:
8888
I think that both players would have to play somewhat consistently for this to be fair. Also, if someone has 3-4 players with high experience, would his/her trainees get 3-4 times the benefit? With your current suggestion it seems like I could go out and buy 10 guys with $1k salaries and just have them ride the bench while my trainees experience exponential growth. This is a good idea, but I think it needs to be tweaked a bit.

From: abu

This Post:
00
258325.10 in reply to 258325.8
Date: 4/30/2014 12:03:10 PM
Overall Posts Rated:
3535
agree with coach regan, his suggestion is more functional and not just owning an experienced player yet riding the bench.

This Post:
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258325.11 in reply to 258325.10
Date: 4/30/2014 7:59:22 PM
Overall Posts Rated:
1111
I also agree with Coach Regan.
Playing these players should be necessary, and it is also realistic, as role players are there to physically show younger players how to do stuff in addition to verbally coaching.
The experience gain that Regan suggested I have to objections too.
However, I do think that these players should give a small boost to the training of other players at there position, for their best skills.
(Ex, a physical defensive big man can help a defensively struggling rookie train his defense)
Since players can't will there skills into other players, the training boost they receive would have to be dependent upon several factors.

1. Potential of rookie
2. Xp of veteran
3. Skills (let's say a max of 3) that the veteran is able to pass along
4. (Maybe, not sure about this idea) time veteran and rookie play together
5. Veteran and rookie must play similar/same position (C/PF p, ect)

Now I am sure there are ways to make sure that this does not unbalance training, but if this is too hard to implement, then just an xp boost is fine,

This Post:
11
258325.12 in reply to 258325.11
Date: 4/30/2014 8:10:14 PM
Overall Posts Rated:
1111
For example.
Veteran has strong inside defense and strong experience.
Rookie has atrocious inside defense.
Rookie trains at a rate of 1.2

The formula I am suggesting for determining this is

(average of xp+ lvl of skill)/4

So, strong xp and a strong skill comes out to:

(8+8)/2

(8)/4

2

Divide 2 by 10 then add it to the rate at which the rookie trains. (2/10)+1


So while having strong and strong issues a boost of .2, the highest xp level I have seen (14) combined with a skill of 14 provides a .35 training boost. If somehow someone managed to get a 20 and 20, it would only increase training by .5

I think the math is pretty simple, and the fact that the rate of training is not doubled, the Max it could possibly increase is .5 provides a reasonable training boost without unbalancing the training system.

I am merely sharing possible ideas, if this wouldn't work let me know.