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by E. L. Koba 08/29/2011, 7:54pm PDT |
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Re-enactment of the the dev IRC channel at work:
Dev A: Dude, Product Guy, you need to get in our fantasy football league
Product Guy: Dev A - No way. you know that FF is just barely a step up from D&D, right?
Product Guy: I want a running back with +2 armor
Me: Holy shit - why CAN'T I get +2 armor for my running back!
So now half of us are ready to quit TODAY to start working on Fantasy Football + lewt/gear.
Random thoughts so far:
- Gear should boost points players get each week: +10% yards, Double points for Touchdowns, Reduced # of sacks on a QB
- Gear should get powerful enough that can effect your decision on who to play / trade for - "I'm going to put my extra Receiver in to the W/R slot this week because I got the Reebok Mayhem Gloves of Stickiness (+25% to receiving yards)."
- One time use powerups that last for just one week (teamwide, or on specific players?). Good for that week when you are playing that asshole n marketing, or ganging up on the league leader
- Slottable teamwide powers? Max of 2 or 3?
- You should probably get some initial random items at draft to equip your players
- Additional "drops" after each weeks games
- Should items get progressively more powerful as the season goes on?
- Should coaches be able to trade gear like players? Maybe be able to include gear as part of a trade?
- How else can you earn gear? Shouldn't give the winner's additional gear otherwise the winners will start steamrolling.
- Maybe allow coaches to wager for gear?
- Getting gear should somehow be tied to your coaching ability - or at least appear to be. I'm not sure how to do this
- Allow other coaches to steal gear - if you start a player who is injured the opposing coach could get a random item equiped on that player
But why hasn't anyone done this yet? There have been plenty of jokes already about it.
Suggestions? |
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