I’m sure Topdogg or Gil have probably answered this question already but to embed this into my brain, I’ve a question on how the AP multiplier functions.

Scenario:

I use 160 AP to unlock a recruit’s scholarship. I offer a scholarship, I offer minutes, I promise a start... Now say I’m in a battle, and when it’s decided I’ve put a total of 260 AP on the recruit.

100 of those AP have a multiplier effect by the scholarship/promises and the original 160 AP before the scholarship/promises do not.

Yes? Or am I off?
12/1/2020 7:07 AM
Multipliers are derived from preferences. If the player doesn't have a preference for playing time, then the promise start/minutes only gives you a one-time boost (roughly equivalent to 3 HVs with a start/20mins I think). Every positive preference gives a positive multiplier and negative preferences give negative multipliers. By promising playing time to a player that wants it, what you are really doing is changing that preference from neutral to very good.

In your scenario, with a playing time preference, you are correct. The final 100AP would have a multiplier from the "wants to play" preference, in addition to the multipliers that were already in effect from the first cycle due to the other preferences.
12/1/2020 9:22 AM (edited)
Posted by pdxblazerfan on 12/1/2020 9:22:00 AM (view original):
Multipliers are derived from preferences. If the player doesn't have a preference for playing time, then the promise start/minutes only gives you a one-time boost (roughly equivalent to 3 HVs with a start/20mins I think). Every positive preference gives a positive multiplier and negative preferences give negative multipliers. By promising playing time to a player that wants it, what you are really doing is changing that preference from neutral to very good.

In your scenario, with a playing time preference, you are correct. The final 100AP would have a multiplier from the "wants to play" preference, in addition to the multipliers that were already in effect from the first cycle due to the other preferences.
Perfect. I know this has been explained in the forums before. But the way you worded it, bingo. I know each preference isn’t given equal measure to the final effort calculated in odds %. In my experience, the playing time preference seems to make the biggest impact. But that’s another discussion entirely.

Thanks for answering my Q.
12/1/2020 9:33 AM
No problem. And yeah some of those nuances will be debated about forever, or until we get a game update or an insider explanation. Also up for debate is how many levels of 'very good' are there for things like longtime coach, or 'wants success.' You might be very good on something, but what if someone else's VG is better?
12/2/2020 8:40 AM
Posted by pdxblazerfan on 12/2/2020 8:40:00 AM (view original):
No problem. And yeah some of those nuances will be debated about forever, or until we get a game update or an insider explanation. Also up for debate is how many levels of 'very good' are there for things like longtime coach, or 'wants success.' You might be very good on something, but what if someone else's VG is better?
I often wonder this for preferences that AREN'T the same. So let's say a players only preference is distance, and near home. And one school is 399 miles away getting, earning the tail end of a "good" preference. And the opposing school in the battle is 401 miles away, which earns him the highest "neutral" you can get.

Is that advantage significant? And preferences are graded more on a 1-5 scale? So neutral team would be a 3 and good team would be a 4? As far as value?

Or is it a non significant advantage? And preferences are graded on a 1-1000 scale? So neutral team would be a 599 and good team would be a 601? If anyone catches my drift there
12/3/2020 2:04 AM

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