An unrelated thought:
I think it'd be cool to track popularity growth. I presume that points are awarded/deducted behind the scenes based on in-game performance. I think it'd be cool to actually track those numbers to see that Player A is 200 popularity points away from becoming admired, etc.
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Already suggested (by you I think!) and is in the works.
I think there should be an all star game and break, maybe you're players could recover a little energy during the break and the all star game could be managed by the top two managers in the league. We could also say the players in the all star game could game popularity through the game. I just think it would be a cool idea.
I like this. It's something I've suggested in the past. I think it would be cool if it was an inter-conference round-robin all-star game (i.e. II.1 vs II.2 vs II.3 vs II.4) or something of the sort.
It would add something to the game to have conference pride.
It would add something to the game to have conference pride.
I love the idea of adding new friends to join my division. It would be really nice if we could actually invide a friend that is already playing hockey to join my division or change division ass long as we stay in the same league. I would not mind paying 30 or 50 credits just to play with a friend. I understand that moderators would be scared of cheaters. And I think that it might equlize the strenght between the divisions of each league.
Read today's news
. They just implemented it for new managers.

Submitted suggestion request. Declined your second one as it won't happen due to server load. Plus, you can use Google to search through the forums.
Suggestion:
When loading a previous day's line-up, include in it captaincy roles. I don't understand why everything but this changes.
Alternatively, alter the effect of captaincy such that it has greater impact as tenure increases (like chemistry).
When loading a previous day's line-up, include in it captaincy roles. I don't understand why everything but this changes.
Alternatively, alter the effect of captaincy such that it has greater impact as tenure increases (like chemistry).
New game suggestion:
This may be the entire wrong place as the has nothing to do with hockey...
So sorry
With the addition of a non-sports game Army Duel to the games family, I have a suggestion for another war type game that I think would fit perfectly to the style of game played here.
My son and I play this using excel to do the calculations.
I think it would be awesome as a PPM game!
We call it Squadran Leader.
It's a WW2 airwar game in which you manage the pilots in your Squadran in a war versus another country.
Each pilot has a unique set of skills that develop as he gain experience. You must balance fatigue, moral and their unique skills when ordering them into the air for battles.
You must also assign them planes which also have a limited shelf life. They can be modified and improved, but also receive damage and "aged" from flying too many missions.
We track pilot stats kills, missions, etc
Because we use excel its basically like a board game, and we use a random number to be a dice role that we include with a formula with the pilot attributes/fatigue/moral etc
The game flows as follows.
Tactics, pilots and planes are selected. Countries take turns being attacker and defenders. Basically the attackers have 4 fighters who have to escort 4 bombers.
The defenders have 4 fighters.
The defenders have to try and get through the fighters and get the bombers.
For every bomber that gets through, they do more damage to factories which gives a penalty to the quality of future plans being built.
So first we have a fighter vs fighter battle.
First calculation is a modifier to see who has the sun at their back. This takes the "tactics" rating of each flight leader with a random number to see if any side gets a bonus towards spoting the enemy for the initial engagement.
This bonus then is added to a calculation based on the "awareness" rating to determine who sees each other first. This is crutial as it determines who gains the initiative in the upcoming dogfights.
Once one side spots the other, they begin to manoeuvre the flight into attack position. The longer it takes the 2nd flight to spot them, the better position they will be in when the fight begins. It is possible to be "bounced" and attacked.
The stage determines the Angle of Attack. (AOA) which is carried over to the next worksheet.
Once a dogfight begins, I move to a 2nd worksheet which deals with a 4 on 4 dogfight.
Pilots square of into one on one battles.
This is done random with a weighting towards pairing off versus the opposite of the enemy. (Leader vs leader, tail end Charlie vs tail end Charlie.)
I enter in the initial AOA. The AOA of both planes will alway equal 180.
If on even footing, both will have an AOA of 90. As plans manoeuvre, they try to lower the AOA to 20 or below which is considered "gun position"
As they manoeuvre, which is done by a random number in conjunction with a complex formula involving plane ratings, pilot skill, moral and experience. For each "roll" the AOA either increases or decreases depending on the outcome of the roll. If the aggressors AOA goes down 10 pts, the defenders will increase 10pts. It always = 180. Imagine planes twisting in a circle, as one plane nears the others tail, the defender is that much further away for being in gun position.
Depending on the bravery of the pilot and the tactics picked before the battle. As an attacker approaches gun position, and some point the defender will try to save his bacon and disengage. If disengage is successful, if the pilot who bugs out is an escort, the successful pilot although not able to score a kill, is now free to attack the bombers.
If the pilot bugging out is a defender, then the escort did his job and there is one less plane attacking bombers.
If the disengage is unsuccessful the manoeuvring is continued and planes continue to try to get into fire position.
If AOA reaches 20 or less, I go to a 3rd worksheet for gunnery.
Calculation are done pitting the shooting skill versus the dodge skill to see if hits are landed. Sometimes one hit can bring a plane down, sometimes it takes several.
Every hit a plane takes, it's lifespan and manoeuvrability are effected.
Once shot down, a random calculation is done to determine if the pilot is killed, rescued, captured. Dogfights happen over the defenders land, so that effects the odds of a pilot being able to fight again. Moral takes a huge hit and the pilot may never be the same though.
After a kill it is the same as a bugout. If an escort, it means the winner is free to attack the bombers.
After all 4 dogfights are complete. The remaking defenders then have a go at the bombers to see how many will be able to drop on the factories.
Stats are collected to determine kill leaders etc. the first side to destroy the other side is the winner.
Pilots and planes both improve, and then decline with age.(assuming they are still active).
Formations need to have a mix of skilled pilots in attacking, defending and awareness.
Using excel, there is a fair but of data entry ( especially with pilot stats and progression) but I think the format is very similar to PPM.
If I had any tech skill I'd work on this myself, but all I am is a good idea and moderate math and excel skills. So I posted here and hopefully some picks up the ball and runs with it!
Thanks for reading! There is so much more I never mentioned too. But I bet most have nodded off already.
This may be the entire wrong place as the has nothing to do with hockey...
So sorry

With the addition of a non-sports game Army Duel to the games family, I have a suggestion for another war type game that I think would fit perfectly to the style of game played here.
My son and I play this using excel to do the calculations.
I think it would be awesome as a PPM game!
We call it Squadran Leader.
It's a WW2 airwar game in which you manage the pilots in your Squadran in a war versus another country.
Each pilot has a unique set of skills that develop as he gain experience. You must balance fatigue, moral and their unique skills when ordering them into the air for battles.
You must also assign them planes which also have a limited shelf life. They can be modified and improved, but also receive damage and "aged" from flying too many missions.
We track pilot stats kills, missions, etc
Because we use excel its basically like a board game, and we use a random number to be a dice role that we include with a formula with the pilot attributes/fatigue/moral etc
The game flows as follows.
Tactics, pilots and planes are selected. Countries take turns being attacker and defenders. Basically the attackers have 4 fighters who have to escort 4 bombers.
The defenders have 4 fighters.
The defenders have to try and get through the fighters and get the bombers.
For every bomber that gets through, they do more damage to factories which gives a penalty to the quality of future plans being built.
So first we have a fighter vs fighter battle.
First calculation is a modifier to see who has the sun at their back. This takes the "tactics" rating of each flight leader with a random number to see if any side gets a bonus towards spoting the enemy for the initial engagement.
This bonus then is added to a calculation based on the "awareness" rating to determine who sees each other first. This is crutial as it determines who gains the initiative in the upcoming dogfights.
Once one side spots the other, they begin to manoeuvre the flight into attack position. The longer it takes the 2nd flight to spot them, the better position they will be in when the fight begins. It is possible to be "bounced" and attacked.
The stage determines the Angle of Attack. (AOA) which is carried over to the next worksheet.
Once a dogfight begins, I move to a 2nd worksheet which deals with a 4 on 4 dogfight.
Pilots square of into one on one battles.
This is done random with a weighting towards pairing off versus the opposite of the enemy. (Leader vs leader, tail end Charlie vs tail end Charlie.)
I enter in the initial AOA. The AOA of both planes will alway equal 180.
If on even footing, both will have an AOA of 90. As plans manoeuvre, they try to lower the AOA to 20 or below which is considered "gun position"
As they manoeuvre, which is done by a random number in conjunction with a complex formula involving plane ratings, pilot skill, moral and experience. For each "roll" the AOA either increases or decreases depending on the outcome of the roll. If the aggressors AOA goes down 10 pts, the defenders will increase 10pts. It always = 180. Imagine planes twisting in a circle, as one plane nears the others tail, the defender is that much further away for being in gun position.
Depending on the bravery of the pilot and the tactics picked before the battle. As an attacker approaches gun position, and some point the defender will try to save his bacon and disengage. If disengage is successful, if the pilot who bugs out is an escort, the successful pilot although not able to score a kill, is now free to attack the bombers.
If the pilot bugging out is a defender, then the escort did his job and there is one less plane attacking bombers.
If the disengage is unsuccessful the manoeuvring is continued and planes continue to try to get into fire position.
If AOA reaches 20 or less, I go to a 3rd worksheet for gunnery.
Calculation are done pitting the shooting skill versus the dodge skill to see if hits are landed. Sometimes one hit can bring a plane down, sometimes it takes several.
Every hit a plane takes, it's lifespan and manoeuvrability are effected.
Once shot down, a random calculation is done to determine if the pilot is killed, rescued, captured. Dogfights happen over the defenders land, so that effects the odds of a pilot being able to fight again. Moral takes a huge hit and the pilot may never be the same though.
After a kill it is the same as a bugout. If an escort, it means the winner is free to attack the bombers.
After all 4 dogfights are complete. The remaking defenders then have a go at the bombers to see how many will be able to drop on the factories.
Stats are collected to determine kill leaders etc. the first side to destroy the other side is the winner.
Pilots and planes both improve, and then decline with age.(assuming they are still active).
Formations need to have a mix of skilled pilots in attacking, defending and awareness.
Using excel, there is a fair but of data entry ( especially with pilot stats and progression) but I think the format is very similar to PPM.
If I had any tech skill I'd work on this myself, but all I am is a good idea and moderate math and excel skills. So I posted here and hopefully some picks up the ball and runs with it!
Thanks for reading! There is so much more I never mentioned too. But I bet most have nodded off already.
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