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Making an Online Broodwar Manager Game - Page 8

Forum Index > BW General
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Prev 1 6 7 8 9 10 103 Next
Lucumo
Profile Joined January 2010
6850 Posts
April 04 2011 16:34 GMT
#141
Hm, a search engine would be nice, to find players/managers. Also, I would like to trade my players. Only got one Terran and 3 Zergs/Protoss and with the heavy T favoured maps, it kinda sucks. And I need to get rid of Clam as well, he is already 21 years old but has only 1 point in game sense, micro, macro and defense D:
TheOnly92
Profile Joined September 2010
Malaysia804 Posts
April 04 2011 16:36 GMT
#142
On April 05 2011 01:34 Lucumo wrote:
Hm, a search engine would be nice, to find players/managers. Also, I would like to trade my players. Only got one Terran and 3 Zergs/Protoss and with the heavy T favoured maps, it kinda sucks. And I need to get rid of Clam as well, he is already 21 years old but has only 1 point in game sense, micro, macro and defense D:


I'm still working on other aspects, might get to transferring players later. But I still don't quite have a concept about transferring players in BW, how does it work IRL?
Lucumo
Profile Joined January 2010
6850 Posts
April 04 2011 16:48 GMT
#143
On April 05 2011 01:36 TheOnly92 wrote:
Show nested quote +
On April 05 2011 01:34 Lucumo wrote:
Hm, a search engine would be nice, to find players/managers. Also, I would like to trade my players. Only got one Terran and 3 Zergs/Protoss and with the heavy T favoured maps, it kinda sucks. And I need to get rid of Clam as well, he is already 21 years old but has only 1 point in game sense, micro, macro and defense D:


I'm still working on other aspects, might get to transferring players later. But I still don't quite have a concept about transferring players in BW, how does it work IRL?

Team A needs money and Team B has the money and wants a player from Team A. So they negotiate the price of the player and he transfers from A to B, regardless of the state of the PL(so such a transfer can happen at any given time).
Other than that, new players are being drafted two times a year.

So for player transfers to happen, you would need to include the sponsor...but some teams also have to be in the need of money. That means, it requires the possibility of "losing" the game(no sponsor-->team getting disbanded).
If it's too hard to include, just create a pool of players which you can buy from/sell players to.
TheOnly92
Profile Joined September 2010
Malaysia804 Posts
April 04 2011 16:51 GMT
#144
Well, for the moment the hardest part is the financial part. How much will a sponsor give money to a team? Just enough to cover the salary?
Lucumo
Profile Joined January 2010
6850 Posts
April 04 2011 17:03 GMT
#145
Lol, I definitely can't answer that. The money should depend on your results and luck though. So better results-->better sponsor-->more money. Better players require a higher salary, so you can't only have good ones...and the sponsor's money needs to be limited, so that it can't get too high. That means, everything needs to be balanced which probably requires some work
Wohmfg
Profile Blog Joined January 2009
United Kingdom1292 Posts
April 04 2011 17:07 GMT
#146
On April 05 2011 01:51 TheOnly92 wrote:
Well, for the moment the hardest part is the financial part. How much will a sponsor give money to a team? Just enough to cover the salary?


I think the easiest way to implement transfers is to be able to buy and sell players for a lump sum. So you can buy a player for $4000 or something. For the AI teams, the price can be extrapolated from the salary. The prices will have to be high enough to stop AI teams being destroyed by people buying their key players. The player count of AI teams also has to remain high enough so the team isn't crippled. I'm not sure if eventually you want to get rid of AI teams altogether but I think this would work in the meantime.

For human teams, the price of each player will be set by the human owner. The price will just be another stat that anyone can view. Any other human buyer can come and click "buy" on any player. Obviously the worth that the human seller attributes to their players will fluctuate, therefore the seller can choose to accept the original price, or type in another amount that is their final price. Then the buyer can accept or decline that final price.

Does that make sense? Would it be able to be implemented?

BW4Life!
TheOnly92
Profile Joined September 2010
Malaysia804 Posts
April 04 2011 17:17 GMT
#147
On April 05 2011 02:07 Wohmfg wrote:
Show nested quote +
On April 05 2011 01:51 TheOnly92 wrote:
Well, for the moment the hardest part is the financial part. How much will a sponsor give money to a team? Just enough to cover the salary?


I think the easiest way to implement transfers is to be able to buy and sell players for a lump sum. So you can buy a player for $4000 or something. For the AI teams, the price can be extrapolated from the salary. The prices will have to be high enough to stop AI teams being destroyed by people buying their key players. The player count of AI teams also has to remain high enough so the team isn't crippled. I'm not sure if eventually you want to get rid of AI teams altogether but I think this would work in the meantime.

For human teams, the price of each player will be set by the human owner. The price will just be another stat that anyone can view. Any other human buyer can come and click "buy" on any player. Obviously the worth that the human seller attributes to their players will fluctuate, therefore the seller can choose to accept the original price, or type in another amount that is their final price. Then the buyer can accept or decline that final price.

Does that make sense? Would it be able to be implemented?



Is it better instead if there is a transfer market, when owners want to sell their player, they put in the lowest price and let everyone bid? There will be a limit on the number of days a player is able to be on the transfer market.
Lucumo
Profile Joined January 2010
6850 Posts
April 04 2011 17:20 GMT
#148
Players shouldn't be buyable unless the team wants to sell them.

About the salary...the amount should depend on: Results in PL, results in SLs, value of something like "loyalty to the team"(when the player likes the team, he won't need so much money to play for them) and maybe the value of stardom(but this requires that you implement the factor "fans" and that's too sophisticated at this point).
TheOnly92
Profile Joined September 2010
Malaysia804 Posts
April 04 2011 17:22 GMT
#149
There's a starleague now, it's called the Individual Starleague. You can see if your player is in at World -> ISL, currently only top 360 players of the Elo ranking is eligible to participate (too many players and I don't know how to group them).
Lucumo
Profile Joined January 2010
6850 Posts
Last Edited: 2011-04-04 17:29:13
April 04 2011 17:25 GMT
#150
Hm, the team names aren't fully displayed anymore. It only says: "ABC ALLSTA", so the "R" and the "S" are missing.
TheOnly92
Profile Joined September 2010
Malaysia804 Posts
April 04 2011 17:29 GMT
#151
On April 05 2011 02:25 Lucumo wrote:
Hm, the team names aren't fully displayed. It only says: "ABC ALLSTA", so the "R" and the "S" are missing.


I made some adjustments, just now I was thinking team names should be limited to 10 chars, so I trimmed all team names into 10 chars. But now I realize 10 chars isn't enough to "express" some ultimate team names, so I increased it to 15 chars again.
Wohmfg
Profile Blog Joined January 2009
United Kingdom1292 Posts
April 04 2011 17:31 GMT
#152
On April 05 2011 02:17 TheOnly92 wrote:
Show nested quote +
On April 05 2011 02:07 Wohmfg wrote:
On April 05 2011 01:51 TheOnly92 wrote:
Well, for the moment the hardest part is the financial part. How much will a sponsor give money to a team? Just enough to cover the salary?


I think the easiest way to implement transfers is to be able to buy and sell players for a lump sum. So you can buy a player for $4000 or something. For the AI teams, the price can be extrapolated from the salary. The prices will have to be high enough to stop AI teams being destroyed by people buying their key players. The player count of AI teams also has to remain high enough so the team isn't crippled. I'm not sure if eventually you want to get rid of AI teams altogether but I think this would work in the meantime.

For human teams, the price of each player will be set by the human owner. The price will just be another stat that anyone can view. Any other human buyer can come and click "buy" on any player. Obviously the worth that the human seller attributes to their players will fluctuate, therefore the seller can choose to accept the original price, or type in another amount that is their final price. Then the buyer can accept or decline that final price.

Does that make sense? Would it be able to be implemented?



Is it better instead if there is a transfer market, when owners want to sell their player, they put in the lowest price and let everyone bid? There will be a limit on the number of days a player is able to be on the transfer market.


I think that's a great idea. Maybe you could implement both systems? Because maybe someone would be willing to part with their star player, or second or third best player, for a large amount of money, but they'd never put him on the transfer market.

If you were just going to do one system, I'd do the market and bids though.
BW4Life!
Lucumo
Profile Joined January 2010
6850 Posts
Last Edited: 2011-04-04 17:36:51
April 04 2011 17:35 GMT
#153
On April 05 2011 02:29 TheOnly92 wrote:
Show nested quote +
On April 05 2011 02:25 Lucumo wrote:
Hm, the team names aren't fully displayed. It only says: "ABC ALLSTA", so the "R" and the "S" are missing.


I made some adjustments, just now I was thinking team names should be limited to 10 chars, so I trimmed all team names into 10 chars. But now I realize 10 chars isn't enough to "express" some ultimate team names, so I increased it to 15 chars again.

Hm, why ultimate team names? I would call it "normal", just look

Air Force ACE
Hite Entus
Hwaseung OZ
KT Rolster
MBCGame HERO
Samsung KHAN
SK Telecom T1
STX SouL
WeMade FOX
Woongjin Stars
noddyz
Profile Joined October 2008
United Kingdom462 Posts
April 04 2011 17:49 GMT
#154
Really like this. Compares quite nicely to few manager games i used to play (hattrick, freekick, FTP). Have a few questions though:

What system are you planning to use for youth pulls?
Are you going to implement individual orders for players before games? (eg. Cheese, play defensively etc.)?
Will players have characteristics? (Eg. Aggressive)

And a couple of suggestions:

The amount of players on a team feels small. Maybe extend games to a best of 7?
Maps stats feel to simplistic. I'd like to see characteristics like an narrow natural giving advantage to the defenders micro or something like that, if at all possible.

Great work!
?
Wohmfg
Profile Blog Joined January 2009
United Kingdom1292 Posts
April 04 2011 18:19 GMT
#155
Just a quick heads up, in the ISL, if you click on a matchup (such as http://argyros.theonly92.com/match?id=3155) then try and click on a player, it will say "team not found".
BW4Life!
SunTzuEU
Profile Blog Joined May 2010
Sweden221 Posts
April 04 2011 20:57 GMT
#156
Dude, I really like these kinds of games and I think you have done a great job so far, especially if you play alone.

I don't know if you ban teams (I'll admit, my team names was pretty offensive) but I made 1 team, and logged out, the next day I logged in it said the account didnt exist and I made a new team and checked the old team, and it is now owned by some other guy.

I was like, okay, weird, but then it happened to me again today, with a team that had nothing offensive in the name. Maybe this is a bug?

I've played a lot of cs-manager.com and I really think you should take a look at their game and steal some ideas(if you haven't already).

Some things I would like to see:

Possibility to make transfers/scout for new players:

I like the idea of having a few good players and then some mediocre players, makes it more challenging, but really, the teams are really unbalanced and some get SICK teams while some get really shit teams with 1 good player. Allowing transfers might make it more fair for everyone?

Otherwise you could make it possible to scout for younger players, this way its harder to build a "super team" but you can still affect your players in some way.

Ability to set players strategies:

for example I might want to set one of my zerg players to 6pool(or just rush, no need to be so specific) against a stronger player to snipe him. On some maps I might want my players to fast expand and so on, you get the idea.



Thanks for doing this, looking really good so far
hussambani
Profile Joined November 2009
Denmark31 Posts
April 04 2011 22:11 GMT
#157
I am abit at a loss for when it comes to training, how does it work? how long does it take for them to improve something, how long can you keep them training something before you have to put them to rest?
DirtYLOu
Profile Joined May 2010
575 Posts
April 04 2011 22:25 GMT
#158
Why arent the matches every day? It's kind of boring to wait few days for one game lols
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
Pvvned
Profile Blog Joined December 2009
United States405 Posts
April 04 2011 23:56 GMT
#159
It would be nice if you extended the player ID character limit up to 15 as well

Most of my players got their 'Mango' extensions cut off from their IDs :<
http://www.teamliquid.net/staff/R1CH/Happy2.gif
yesplz
Profile Blog Joined April 2009
United States295 Posts
April 05 2011 00:31 GMT
#160
No more teams available :/
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