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Bonegavel
09-02-2003, 02:17 PM
IMHO, the in-game finances in text sims (FOF4/OOTP4 are my limited references) beyond the player stuff, is worthless. Ok, so I can set the price for Club seats, ask for a new stadium, or have bobble-head day. What does that do for me besides waste my time?

I know Jim has done a ton of research on local economies around the country (which is cool when it comes to relocate) but overall, when I go to the screen to set prices for seats, I find myself lacking any sort of will-power to care.

i remember seeing posts of people who wanted to be able to set prices for hot dogs and foam hands, and I can't even stand to set the price for seating. Am I missing something here, or is this part of text sims under done? (meaning, there should be a lot more depth to the off-field finances)

Fritz
09-02-2003, 02:26 PM
madded does this, and I just the figures to be in the league average and forget about it.

I would be just as happy if these were abstracted into a staff member that I had to hire and who would take care of merchandizing, advertising, and perhaps something like stadium maintence.

Bonegavel
09-02-2003, 02:35 PM
Originally posted by Fritz
I would be just as happy if these were abstracted into a staff member that I had to hire and who would take care of merchandizing, advertising, and perhaps something like stadium maintence.

Nice, just another staff-member-type-thing. I have to say that I would like an in-depth financial model for things other than players, but I think it would have to be something where I make general choices from a list and the game handles the particulars.

Something like:
__maximize profits
__reinvest in team
__squander on mistresses and booze
__squander at casino and then blame casino for getting me drunk and making me gamble

and then, each choice could have sub-choices to further strategize. I am liking this sort of approach more and more. This type of system gives you some depth without having to type actual numbers. Almost like the tech-tree approach in Civilization, where you can easily guide your club in a "direction" without getting jiggy with the numbers.

Honolulu Blue
09-02-2003, 07:40 PM
Originally posted by BoneGavel
Am I missing something here, or is this part of text sims under done? (meaning, there should be a lot more depth to the off-field finances)

There certainly could be a lot more depth to finances, but then it would be a different game - more business sim than sports text sim. I'd be interested, but I suspect I'm badly outnumbered.

Cap wizardry is one of my favorite parts of FOF and has been since day one.

TroyF
09-02-2003, 07:53 PM
Originally posted by Honolulu Blue
There certainly could be a lot more depth to finances, but then it would be a different game - more business sim than sports text sim. I'd be interested, but I suspect I'm badly outnumbered.

Cap wizardry is one of my favorite parts of FOF and has been since day one.

I agree. I want enough money to reach the top of the salary cap, and really do not care if I have any left over. I don't want to set the ticket prices for hot dogs.

If a great text sim comes along, I won't turn it away for that reason. Just stating my preference.

TroyF

Bonegavel
09-03-2003, 12:13 AM
Originally posted by Honolulu Blue
There certainly could be a lot more depth to finances, but then it would be a different game - more business sim than sports text sim. I'd be interested, but I suspect I'm badly outnumbered.

Cap wizardry is one of my favorite parts of FOF and has been since day one.

Player's stuff is done well in the game and is the main draw for me as well. I am talking about the other areas. And when I mean more in-depth, I don't necessarily mean an Excel spreadsheet. It is obvious that Jim put a lot into the financials (both player and non-player fins), but the non-player financials don't excite me at all, and they appear superfluous.