Posted by possumfiend on 10/1/2016 8:52:00 AM (view original):
Posted by Benis on 10/1/2016 8:34:00 AM (view original):
Posted by bathtubhippo on 10/1/2016 8:27:00 AM (view original):
I'm also curious about what would happen if you informed of a redshirt to someone you promised minutes to. since you get some kind of multiplier for guaranteed minutes in HD3, there is a cascade effect to that effort that wasn't present in HD2. it seems like it would be pretty unfair if you could get the multiplier by promising max minutes, scare people off, and throw up a redshirt once you felt the recruit was "safe" unless assigning a redshirt to someone you made promises to had a severe penalty.
I remember we talked about this in Beta... A lot of us basically said the same thing. Once you promise something, if you take it back the recruit is going to tell you to eff off which will effectively remove almost all of your recruiting effort. I don't remember for sure if Seble implemented this but I thought he did.
Yes, seble did address these issues for the reasons discussed in this thread. Removing promised minutes, starts, etc., offering a redshirt after promising minutes, starts etc. Here is seble's forum posting in the beta on this issue:
I've made a change to address this scenario. If a team has previously promised minutes, there will now be an accompanying "Withdraw Promised Minutes" action that is automatically created when the new promise is processed.
If the new promise is higher than the previous one, the withdraw transaction will deduct the exact amount of credit for the old promise, so the end result is no penalty. If the new promise is lower, then the deduction of credit will be quite a bit higher (varying by the amount of minutes promised), so the end result would be negative credit for decreasing a promise.
For the scenario of using inform redshirt to wipe out promises, that process was already creating a withdraw action which generates negative credit.
This should discourage coaches from trying to game the system in this way.
7/21/2016 6:26 PM
So here's my question - If you increase promised minutes, what happens to the multiplier on the previous promise?
Let's say you promised 20 minutes to someone who "wants to play", creating a multiplier of 10% (just an example here, don't know the multiplier, of course) to your effort. To keep this simple, let's assume you spent no cash (b/c you and your opponent are cheap B#$tards), and all you did were 700 APs and promises. Now you're in a tough battle and increase the promise to 25, and get three more cycles of 40 APs and then the guy signs with someone. And let's say the multiplier for 25 minutes is 15%. SO, before you upped the promise, you had 700 APs which became 770 APs. Now your added 120 APs is multiplied and WOULD count as 132 more APs (assuming no prestige modifier or any other modifiers) for a total of 902 APs, if you hadn't made that promise. So what happens?
When Seble said "the withdraw transaction will deduct the exact amount of credit for the old promise, so the end result is no penalty", was he saying the 70 extra APs are deducted, so you have those 700 APs with no modifier, plus credit for 138 more APs (120 APs times 15%), for a total of 838 (in which case, you would've been better of NOT increasing the promise)? OR was he saying the new promise removes the 70 extra APs, replaces it with 105 AP bonus (700 times 15%) plus the 120 APs and 18 AP bonus for a total of 820 APs and bonus of 123 for a total of 943 APs (so the full 15% modifier on the whole thing)? Or is he saying you keep your bonus for the first promise, and it is increased for the second promise for effort simultaneous and retroactive to that promise? That would make the most sense, but seems to not be what he said. I don't think it is retroactive to the whole thing, based on everything else we've read about the effect of promises. Which leads me to believe it is my first example.
10/5/2016 7:25 PM (edited)