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 2012 Idea.

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Thehattrickrabbit
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PostSubject: 2012 Idea.   Wed Jun 08, 2011 3:03 pm


There will be a salary cap (as of NRL Dreamteam 2012 structure) and will be reviewed monthly on a rotating poster of the participants.

Player Prices will NOT change weekly but also on a monthly basis (to assure that this game will result in a minimum workload by all participants).

Game Options
1) Teams remain the same as of their current state from 2011, All Players apart of Vacant Managerial Teams will go to free agency and be transferable by an active players discretion as long as the NRL Dreamteam Salary Cap isn't breached)

2) Game will be reset and players will receive two squads of 25 players (Assuming only 8 players start) and must cut down to the means of the NRL Dreamteam Salary Cap 2012 Structure)

Scoring will be weekly as usual, You may but isn't mandatory check your or other teams salary cap(s) weekly/fortnightly if you have a suspiscion of a team's cap status.

Each team may change their team on unlimited occasions.

Teams will be as usual trade within each other also. The Free agency will be another option.

As any new teams wish to enter the competition, They will get to pick a team of 25 players out of the free agency but also must abide by the NRL Dreamteam Salary Cap Structure.

All NYC players will go to the Free Agency (Unless a player is within the Top 25 of the first squad as of NRL Dreamteam or the Particular NRL Club Website).
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Basically there never will be 16 truly active players under this game structure and the game can only go so far in terms of trading and the competitive integrity of this game is dire.

Under this game, we only need 8 players to start and the remaining players that weren't in a team run by a manager can still be transferable without having to wait for a new coach to trade with.
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Ruggerhead
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PostSubject: Re: 2012 Idea.   Thu Jun 09, 2011 12:14 pm

I like the idea of cutting the number of teams but I think maybe to 12 teams then you would play each team twice (22 rounds) plus the play offs.

Maybe a draft format would be best and each squad would get 30 players.

The draft would work as each reallife club announces a squad of 25 players (400 players)

The draft would then take 360 of those players.

Each team could be allocated a real life nrl club and would get all there left over players and the other 4 clubs would just go into a free agent pool.

anyway just an idea.
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James
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PostSubject: Re: 2012 Idea.   Fri Jun 10, 2011 4:34 am

I like option two and also Ruggerheads idea is good.
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Rozza
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PostSubject: Re: 2012 Idea.   Fri Jun 10, 2011 7:34 am

At this stage, I am pretty keen to play next year gentlemen. I like the sound of Ruggerhead's idea that he proposed above James's comment, of the draft and cutting it to only to the twelve members playing sounds good to me. I always enjoy the drafts on forums, so I would love to see a draft to start off the 2012 season.
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Cynic
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PostSubject: Re: 2012 Idea.   Fri Jun 10, 2011 7:42 am

Would be interesting to see who gets the thumbs up to take a team.
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KromyD
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PostSubject: Re: 2012 Idea.   Mon Jun 13, 2011 5:08 am

Ruggerhead wrote:
I like the idea of cutting the number of teams but I think maybe to 12 teams then you would play each team twice (22 rounds) plus the play offs.

Maybe a draft format would be best and each squad would get 30 players.

The draft would work as each reallife club announces a squad of 25 players (400 players)

The draft would then take 360 of those players.

Each team could be allocated a real life nrl club and would get all there left over players and the other 4 clubs would just go into a free agent pool.

anyway just an idea.

I really like this idea, always found drafts more even. No more discussion needed lol lets do it!
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Hank Moody
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PostSubject: Re: 2012 Idea.   Mon Jun 13, 2011 5:32 am

haha that means 12 people will have teams and whats that 2 will miss out as 2 teams are mangerless in this season?
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Hank Moody
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PostSubject: Re: 2012 Idea.   Mon Jun 13, 2011 5:34 am

also if you play each team twice, thought has to go into fixtures.
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Thehattrickrabbit
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PostSubject: Virtual NRL Based   Mon Jun 13, 2011 8:49 am

VIRTUAL NRL DRAFT IDEA

Virtual NRL was the Dreamteam of the Mid 00's which was the biggest australian fantasy craze on the net, It's since tried to be re-done under NRL Ceo tweaked a bit but unsuccessful.

You get a squad of 25-30 players. (Only 3 players per team allowed. You are allowed one goal kicker and one second string kicker (Wes Naiqama, Issac Luke, Steve Turner) would fall under this category.

You are allowed (a max of)
Fullbacks (3)
Winger (5)
Centre (5)
Five-Eighth (2)
Halves (2)
Props (5)
Backrowers (6)
Hookers (2)

Minimum 25 players if you wanted to buy quality over quantity

This is an extract from another website on the scoring

"there are 6 ways of scoring points for your team. These are as follows:

* Try (4 points)
* Goal (2 points)
* Field Goal (1 point)
* Forward Try (4 points)
* Playmaker Try (4 points)
* Involvement Try (4 points)

The first three are self-explanatory and represent actual points scored
in NRL games each weekend. The last three are statistics-based try
calculations to award contributors to each NRL teams result beyond tries
and goals. These are explained in detail below.

Forward Try

Forward tries were a popular part of Virtual NRL in 2004 and we're
pleased to continue this part of the game on and expanded it further.

There are five sets of Forward Try criteria in 2007:

* Ball Player: minimum 10 line-breaks, line-break assists, offloads
or tackle breaks. Must include minimum 2 offload contribution to the
minimum total of 10.
* Metre Maker: minimum 8 metres per hit-up and 15 hit-ups
* Defensive Dynamo: minimum 40 tackles
* Primary Kicker: minimum 15 kicks
* Long Kicker: minimum 30 metres per kick and 5 kicks

Many will ask why forwards would need to be measured on kicking prowess.
The game of Rugby League has evolved and, in particular, the role of
the hooker. So many hookers are becoming part of making the play through
their kicking ability, we thought it was time to reward them for their
efforts.

Only players who are selected to play in the forwards in your team are
able to score forward tries. If you choose, for instance, a player who
can play back row and centre as a centre in your team, you can not
receive a forward try even if they play back row in the NRL that
weekend. Conversely, if you choose a player in the back row who plays
centre during that weekend's NRL action, you are still eligible for a
forward try.

Each player can only score one forward try per round. Even if a player
makes a herculean effort to make 80 tackles and hit ups, it is still
only the one forward try. However, there's a new type of try, the
Involvement Try, and herculean efforts will be rewarded as such.

Playmaker Try

There are three sets of the new Playmaker Try criteria in 2007:

* Long Kicker: minimum 30 metres per kick and 5 kicks
* Primary Kicker: minimum 15 kicks
* Line Breaker: minimum 5 of line-breaks, line-break assists, try assists or intercepts

Like forward tries, only players who are selected to play in the backs in your team are able to score playmaker tries.

Also, like Forward Tries, each player can only score one playmaker try
per round. The Involvement Try applies to backs and forwards alike, so
massive efforts will be rewarded this way.

Involvement Try

In 2007, Virtual Rugby League introduces a try type to reward those
special performances NRL players produce every once so often. The
involvement try rewards those players who excel in more than just their
primary area of involvement, but in all areas.

Involvement Try

There's only one involvement try criteria in 2007:

* Minimum 50 tackles, hit-ups, one-on-one tackles, line-breaks,
line-break assists, kicks, kick returns, offloads, bombs caught, try
assists, tackle breaks, one-on-one steals
* Maximum of 1 error
* Maximum of 1 kick error
* Minimum of 50 minutes played

A player in your team can only score one of these per round, however
this is in addition to a specialist position try. For example, of you
pick Cameron Smith as your hooker and he makes 36 tackles and 16 kicks,
he qualifies for a forward try using the "Primary Kicker" criteria.
However, as long as he doesn't make more than 1 kicking error and more
than 1 other error, his combined total of 52 tackles and kicks will see
him qualify for an involvement try as well."

"In 2007, players can now concede points
in way other than sin-binning or being sent off. There are five ways a
player can concede points in 2007, these being:

* Missed Goal (-2)
* Forward Try Conceded (-4)
* Playmaker Try Conceded (-4)
* Missing-in-Action (MIA) Penalty (-4)
* Send Off (-6)

Missing goals and getting sent off are fairly self-explanatory, however
the statistics-based ways of conceding tries are explained below.

Forward Try Conceded


There are three sets of criteria for conceding a forward try in 2007:

* Poor Defender: 8 or more missed or ineffective tackles
* Mistake Maker: 10 or more dropped bombs, charged down kicks,
intercepted passes/offloads, stolen 1-on-1, penalties conceded, errors
or kick errors
* Sinner: 6 or more sin-binnings or penalties conceded

Like Forward Tries, a player can only concede one Forward Try Conceded per game.

Playmaker Try Conceded

There are three sets of criteria for conceding a playmaker try in 2007:

* Poor Defender: 9 or more missed or ineffective tackles
* Mistake Maker: 9 or more dropped bombs, charged down kicks,
intercepted passes/offloads, stolen 1-on-1, errors or kick errors
* Sinner: 3 or more sin-binnings or penalties conceded

As with Forward Tries Conceded, only one per game can occur.

Missing-in-Action (MIA) Penalty

The MIA Penalty is one sure to concern the odd Virtual Rugby League
player as there are a variety of ways this could be incurred. Early
injuries in a game and reluctance of coach to use player probably come
to mind initially, but these will not see your players concede an MIA
Penalty. To demonstrate, here is the criteria for conceding an MIA
Penalty in 2007:

* Maximum of 18 tackles, hit-ups, 1-on-1 tackles, line-breaks,
line-break assists, kicks, kick returns, offloads, bombs caught, try
assists, tackle breaks or charge downs AND a minimum of 50 minutes
played.

As is shown, a player must play at least 50 minutes before they can be
considered for conceding an MIA Penalty, removing injuries or under-use
by the coach from the equation."

Now obviously that is way too much of an ask to do manually but I love the concept and am currently working on a much simplified version of that
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Cynic
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PostSubject: Re: 2012 Idea.   Mon Jun 13, 2011 8:52 am

This is turning into the EPLMG but with NRL players.

fixturelist.com would solve fixturing issues.
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Thehattrickrabbit
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PostSubject: Re: 2012 Idea.   Mon Jun 13, 2011 9:32 am

Cynic wrote:
This is turning into the EPLMG but with NRL players.

fixturelist.com would solve fixturing issues.

That's a great site, Thanks Cynic
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