> [Daniele's proposal:]
>
> Proposal for a rule change, effective for the upcoming 5th cycle (2016-2018)
I have four questions, and some (preliminary?) remarks:
> "Scouts are allowed to trade players between them
Question: only one player for one player? only n players for the same number of players? or whatever number of players for whatever number of players (e.g. I give you two players, you give me five players)? (if it's the latter, I've an additional question)
Question: only players picked in the same cycle? or can I e.g. give you a player picked in the 5th cycle in exchange for a player picked in the 6th cycle?
> after they have been
> picked, as long as the players in question do not have any caps at the
> time of the trade [*]"
Question: even after the end of the picking cycle? I.e. can we trade in 2019 two uncapped players that we have picked during the 2016-18 cycle? (of course if the answer is negative, my second question above doesn't make sense)
> [*] Why the restriction on only uncapped players. In fact, I see no
> reason not to allow trades of all players. But maybe then it would
> require a proper debate...
Now that there's a proper debate, we can talk about this, too. :)
Question: what happens to the points already scored by the traded players? i.e. when player P moves from scout S to scout T (who of course will get all P's points from now on), does S keep all the points P has scored so far? or do the points move to T together with P?
> I know that it is customary to have proper debate before making an
> official proposal, but in this case: a) We already had this rule in
> place during the first cycle
The second, too.
> b) it's fairly harmless, because in
> practice it is very rarely used -- scouts like to hang on to their
> players.
Yeah, in five years and a half it was used only once, and only because of a bet. I'm not saying that nobody will ever trade players or that we should not have rules that aren't applied often, but I think twice before adding to the rulesets a point that probably won't be used.
> So why have it? Because there are cases in which scouts like to
> have friendly FS-related bets...
I can see one or more reasons to have player trading (see below)... but I'm not sure this kind of bets is one of them. I mean, such bets show that our FS players (or points, or ranks) are worth to us, but why shold we show it with bets? Because they make FS more exciting? I'd rather look for other ways to make the game more exciting...
Now, let me add some more remarks - random and even contradictory remarks (the proposal made me think, and I haven't sorted my thoughts yet):
- Good reason for having player trading: it can mean more activity - things are a bit slow lately, and I'd like to have more active scouts (Abubakr, MH, *Binder*, where are you?!).
- Why was player trading in the original ruleset? ...I confess I don't remember! I mean, I guess it seemed important to me, otherwise I would have pruned it: surely I wanted the ruleset to be minimal. I guess I thought trading players would be a way to keep estimating the future career of a player even after he had been picked. I.e. something like "the game is about estimating future careers, and trading allows for more estimating". Does this reason still apply? I don't know: FS has become something about picking, not about picking-and-trading (I mean: this happened before trading was removed from the ruleset); but of course if FS has changed its nature once, it can do it again.
- Why was player trading removed from the ruleset? If you don't remember how it happened, there could be a mini-twist here: the rule, introduced by me in the original ruleset, was removed because of a proposal by... me! Here is what I wrote:
"The reasons are maybe obvious:
- Nobody exchanges players anyway, so we'll have a lighter ruleset while not
changing anything.
- The trading rule could be used to cheat: one could sign up under two
different names and then transfer all the good player from name #2 to name
#1 in exchange for all name #1's failed picks (I know that nobody would do
it, but why to maintain this temptation?).
- Daniele will sooner or later exploit it again to fool me! (kidding...)"
Only Daniele commented about it: he wrote that maybe trading players would be fun - we couldn't knew because we never really tried. Do the reasons I adduced still apply? I guess so.
- If, after all these words, you still haven't a clear idea of my opinion about this reform, the reason is that... neither have I! This brings me to my final (for the time being...) point: let's say that I don't love the rule, so I'd like to express this opinion by voting. Right now I have three options:
- voting for: not what I want to do
- voting against: under the current rules, this means rejecting the proposal. But I don't dislike the rule so much that I feel fine being possibly the only cause of not having it!
- abstaining: it's practically the same as voting for
I would prefer being able to vote against without this meaning that the proposal is rejected. I.e. I'd like to say "I think the game is better without trading players, but if most of you like it, let's do it". But this means I'd like to change the reform voting system, so follow me to the next thread...
--
Cheers
milivella