Talk:Total Popularity Index (proposal): Difference between revisions
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# We already have a TPI drop after the transfer has occured for players, do we really need to have an additional one when the player is listed? | # We already have a TPI drop after the transfer has occured for players, do we really need to have an additional one when the player is listed? | ||
'''Other Comments:''' | '''Other Comments (including votes on the idea):''' | ||
* Deny - I think the punishment for teams who accidentally buy players and have to relist them is greater than the benefit added. --[[User:Catalyst|Catalyst]] 04:11:18, 2005-12-23 (UTC) | |||
== IDEA: Team Captain Effect == | == IDEA: Team Captain Effect == | ||
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# Teams that have an easy match can just put whatever player they want into the captain slot and get a free TPI boost... how is that realistic? | # Teams that have an easy match can just put whatever player they want into the captain slot and get a free TPI boost... how is that realistic? | ||
'''Other Comments:''' | '''Other Comments (including votes on the idea):''' | ||
* Accept - I like the idea... the captain is an important part of the team, so why shouldn't he be held accountable? He's the one who talks to the press... | |||
== IDEA: Popularity Effect == | |||
''The effect of this increase or decrease would depend on the popularity of the player. Players that are 'popular' level would experience a larger TPI increase when the teams win and a smaller decrease when the teams lose. Nasty fellows would experience a smaller increase with a win and larger decrease with a loss (blame the mean guy... it had to be him!)''<b>--[[User:Catalyst|Catalyst]] 04:11:18, 2005-12-23 (UTC)<b> | |||
'''Pros:''' | |||
# This is realistic - if a player is irritable in real life, he's not going to have as much fan support as the guy who's kind to the fans. The guy who's popular can spin a loss to look like a win... the guy who's nasty can find a flaw in the team even after the win. | |||
# The difference doesn't need to be huge between the two levels... it could just be a matter of a few percentages. The difference could also only be different at the two extremes. The difference could be proportional to the TSI of the player (more TSI = larger effect of popularity level). | |||
'''Cons:''' | |||
# This really screws with the transfer market... imagine if the difference between nasty/solid and popular/solid were true for all levels of leadership! | |||
# Do we really need popularity levels at all if we add TPI? | |||
'''Other Comments (including votes on the idea):''' | |||
* Accept - I think this mirrors reality... the nice guys can always come out of the loss still with the support of the fans. The mean guys, however, get blamed for the loss. We don't have to have the effect be huge enough to alter the transfer market anyway... plus, nasty guys are already blacklisted for the negative TS events.--[[User:Catalyst|Catalyst]] 04:11:18, 2005-12-23 (UTC) | |||
Revision as of 04:11, 23 December 2005
IDEA: First Impression Effect with regard to Transfers
The "First Impression" effect could also occur when a player is placed on the transfer list (obviously this would be a negative effect on TPI) to further deter Daytrading.
--Catalyst 03:46:25, 2005-12-23 (UTC)
Pros:
- Daytrading is unrealistic and this works to combat it.
- If a player asks for a trade in real life, that's going to be his first impression with the fans. They're not going to wait to find out if he's good on the field or not if he's already asking for a trade.
Cons:
- Not everyone that relists a player before the player plays their first match is a daytrader. Some people just decide that they can't finance the player. Should we punish them?
- We already have a TPI drop after the transfer has occured for players, do we really need to have an additional one when the player is listed?
Other Comments (including votes on the idea):
- Deny - I think the punishment for teams who accidentally buy players and have to relist them is greater than the benefit added. --Catalyst 04:11:18, 2005-12-23 (UTC)
IDEA: Team Captain Effect
Players who serve as team captain gain more popularity or lose more popularity in accordance with the team's final match result.
--Catalyst 03:57:26, 2005-12-23 (UTC)
Pros:
- This is realistic - team captains in real life have a certain amount of respect with the fans.
- The captain is responsible for the team's performance in that he organizes the team's formations and strategy, so he should be praised/persecuted by fans.
Cons:
- The team captain isn't really all that important in the match... it's not necessarily his fault if the team loses.
- Teams that have an easy match can just put whatever player they want into the captain slot and get a free TPI boost... how is that realistic?
Other Comments (including votes on the idea):
- Accept - I like the idea... the captain is an important part of the team, so why shouldn't he be held accountable? He's the one who talks to the press...
IDEA: Popularity Effect
The effect of this increase or decrease would depend on the popularity of the player. Players that are 'popular' level would experience a larger TPI increase when the teams win and a smaller decrease when the teams lose. Nasty fellows would experience a smaller increase with a win and larger decrease with a loss (blame the mean guy... it had to be him!)--Catalyst 04:11:18, 2005-12-23 (UTC) Pros:
- This is realistic - if a player is irritable in real life, he's not going to have as much fan support as the guy who's kind to the fans. The guy who's popular can spin a loss to look like a win... the guy who's nasty can find a flaw in the team even after the win.
- The difference doesn't need to be huge between the two levels... it could just be a matter of a few percentages. The difference could also only be different at the two extremes. The difference could be proportional to the TSI of the player (more TSI = larger effect of popularity level).
Cons:
- This really screws with the transfer market... imagine if the difference between nasty/solid and popular/solid were true for all levels of leadership!
- Do we really need popularity levels at all if we add TPI?
Other Comments (including votes on the idea):
- Accept - I think this mirrors reality... the nice guys can always come out of the loss still with the support of the fans. The mean guys, however, get blamed for the loss. We don't have to have the effect be huge enough to alter the transfer market anyway... plus, nasty guys are already blacklisted for the negative TS events.--Catalyst 04:11:18, 2005-12-23 (UTC)