Christer
Joined: Aug 02, 2003
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This thread is far too long for me to read right now.
However, since so few people are likely to know this, I'll let you know that I talked to SkiJunkie about inducements a LOOOOONG time ago. In fact, we talked about it back when the vault ruleset was introduced way back.
What was said then was that SkiJunkie didn't want to include any roster logic into the client, so the client wouldn't be able to know what positions was available to the team in question.
So, the site needs to deal with it. However, I have a personal grudge against "locking" teams into a game before the client starts, so the website doesn't actually know who you are playing against until the game is actually started.
I will not make the site include a pre-game sequence. It's cumbersome for the end-users (ie, you). Playing the game should be as easy and painless as possible.
Also, SkiJunkie doesn't want to make the client dependant on FUMBBL.
The solution that both SkiJunkie and I agreed on was that the client would check the roster for a link to an inducement datafile, much in the same way the client currently forces certain options. That way, the client would actually send a request to the website specified in the roster used asking for a list of possible inducements for a particular team. That way, the client wouldn't need to keep a database of things, but still deal with the selection of inducements at startup.
Now, this is technically possible, and in all honesty not extremely complex to implement. However, both SkiJunkie and I have limited time to spend on implementing it, so it takes time.
The inducement system is technically the most complex part of the vault ruleset as far as I can see. Team Value calculation is already implemented on FUMBBL (as you can see on your team edit page), so providing a list of inducements would be the major feature for the FUMBBL end to implement.
And, of course, supporting the updated rosters which is mainly a matter of typing in the data more than anything else. |
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Snappy_Dresser
Joined: Feb 11, 2005
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  Posted:
Feb 14, 2006 - 06:52 |
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Good to hear the straight goods, Christer. I'm in awe of the amount of time and skill you donate to keeping this the best place on the web (remember that people).
ehmm...
now...
I had a question in regards to the optional card system introduced a generation or two ago. I rather like it, to the exclusion of other inducements. Now, it seems to me that this would be difficult to implement (at least from a no programming knowledge stand point). Are there any plans to work special play cards into the mix? |
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Colin
Joined: Aug 02, 2003
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  Posted:
Feb 14, 2006 - 11:22 |
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Having Inducement data in a separate file makes a lot of sense, for many reasons; different Groups could customise what Inducements are available, just like the on-roster options can determine certain factors, and non-FUMBBL players could edit the datafile to their heart's content, storing it either locally or online (useful for small leagues).
As far as the cards go, I thing those will not appear for a long time, for the same reasons that Handicaps did not - i.e. they tinker with the in-game mechanics. SkiJunkie got around many of the original Handicaps by making them skills in effect, but that may not be possible with the new Cards. |
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pac
Joined: Oct 03, 2005
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  Posted:
Feb 14, 2006 - 14:30 |
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ibambe wrote: | My biggest questioning of LRB 5.0 is why dark elves are listed along with flings, goblins and nurgle listed as a team that's difficult to use and inteneded for advanced players only. I see that a lot of the skills changed but the d.e. team still looks like one of the best. |
I actually pushed for this: that list isn't meant to show those teams which are weaker than others (it includes Chaos as well, for instance), but those which are not so suited to beginners (because they are trickier to use).
The current DEs mostly have basic skills (Block, Dodge, Pass: Frenzy and Jump Up being a little more complex). Now the list has a whole bunch of really complicated skills for a beginner: Shadowing, Stab, Dump Off; and also Frenzy and Jump Up have become somewhat more involved - all of these are skills which you have to understand how to use to get the best out of them (unlike the re-roll skills, and Block, for example), and they are also skills which <i>break</i> a lot of the standard, familiar rules of BB.
So, it's not about Dark Elves being weak (they're not: nor are Chaos and Nurgle, at least), it's just that I would hate to see a novice coach pick up the new Dark Elves to use in their first game: BB should be a simple game - to begin with at least! |
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z3d
Joined: Apr 16, 2005
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  Posted:
Feb 14, 2006 - 19:28 |
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Feb 16 vault 1.11 final version. |
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f_alk
Joined: Sep 30, 2005
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  Posted:
Feb 14, 2006 - 19:47 |
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Is the problem of self-crowd-pushes addressed in there ? |
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pac
Joined: Oct 03, 2005
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  Posted:
Feb 14, 2006 - 19:58 |
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f_alk wrote: | Is the problem of self-crowd-pushes addressed in there ? |
PBBL on turnovers wrote: | [a turnover is caused if] 1. A player on the moving team is Knocked Down (being injured by the crowd or being Placed Prone is not a turnover unless it is a player from the active team holding the ball ... i.e. skills like Diving Tackle, Piling On and Wrestle count as being Placed Prone) or ... |
So, if you self-crowdpush, it's not a turnover unless you s-cp (?) your ball-carrier. |
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GalakStarscraper
Joined: Aug 02, 2003
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  Posted:
Feb 14, 2006 - 20:34 |
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pac wrote: | f_alk wrote: | Is the problem of self-crowd-pushes addressed in there ? |
PBBL on turnovers wrote: | [a turnover is caused if] 1. A player on the moving team is Knocked Down (being injured by the crowd or being Placed Prone is not a turnover unless it is a player from the active team holding the ball ... i.e. skills like Diving Tackle, Piling On and Wrestle count as being Placed Prone) or ... |
So, if you self-crowdpush, it's not a turnover unless you s-cp (?) your ball-carrier. | Pac is correct ... self-crowd pushing is now directly address in the turnover list as not being a turnover.
I felt it was okay to address it since there are 3 ways to end up with one of your own players in the crowd:
Self Crowd Push
Throw Team-Mate
Ball and Chain
Galak |
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GalakStarscraper
Joined: Aug 02, 2003
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  Posted:
Feb 14, 2006 - 20:37 |
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z3d wrote: | Feb 16 vault 1.11 final version. |
Two quick add-ons.
z3d is correct ... the finalized PBBL 1.11 will be up on the SG website on Feb. 16 ... I'll post a link when it is posted.
PBBL 1.11 is not the final version ... April 30th is the "final" version PBBL 1.12. This goes to the BBRC for one month of review and then an approved copy of 1.12 goes to GW as final and becomes the LRB 5.0 in the beginning of June.
Galak |
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maxlongstreet
Joined: Oct 18, 2005
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  Posted:
Feb 15, 2006 - 03:00 |
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I for one would like to acknowledge Galak for all the hard work he's put in. There are things in the new rule set I like, and things I don't like, but anyone who cheerfully puts up with constant abuse from the BB community deserves my respect. |
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Kedlav
Joined: Sep 01, 2005
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  Posted:
Feb 15, 2006 - 03:49 |
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Quote: | I for one would like to acknowledge Galak for all the hard work he's put in. There are things in the new rule set I like, and things I don't like, but anyone who cheerfully puts up with constant abuse from the BB community deserves my respect. |
QFT. I thought about slagging the PBBL once or twice, but then realized my arguments had been made at least a hundred times in a hundred (if less eloquent) ways. I'd think I'd *indulge* in self-castration before ever thinking about taking the position Galak has. |
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GalakStarscraper
Joined: Aug 02, 2003
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  Posted:
Feb 17, 2006 - 19:12 |
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Toppyt
Joined: Aug 02, 2003
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  Posted:
Mar 13, 2006 - 18:18 |
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Thanks everyone for all your work on making this a interesting thread. The changes are causing quite a stir and I know that we will all be able to get a hang off them really quickly. |
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