My Ideas for LoLManager
1) Knowing how tired our players are is very important to their performance, but knowing exactly how their activities affect them would be too much. Instead, a vague report detailing what each player did the previous day (5 ranked games, 10 training sessions, 6 streaming sessions) would go a long way towards figuring out a good schedule for our players.
2) Having coaches is incredibly important, but now that I've got some coaches it's hard for me to replace them. I don't want to fire a coach, bid on a new coach, and then lose and not have all my coach slots filled for that day. To solve this, I propose the following system: Be able to rank your coaches. Have a checkbox for "Fire coach if new coach acquired" where it would fire your lowest ranked coach if and only if you won a bid on a new coach. Also be able to rank coaches you have given offers to so if you win multiple offers you get the coach you want. (I would limit the ability to make multiple offers to around how many coaching slots you have so people can't just put offers on every coach and be guaranteed a coach with no strategy involved).
3) Stop giving out hidden elo. This gives the top players an advantage over everyone not on the list because they know that they're strategy works hands down and a lot of the guessing goes out of it. A manager should only know how well they are doing from information presented in the game, not from behind the scenes by the devs.
4) Sometimes one strategy works but only if you are on a specific side of the map, due to picks and bans. This could of course be solved with separate strategies for blue and purple sides. I'm sure this is already on the radar but I thought I'd bring it up here. There are more ideas I have for strategy but I know there is already a lot more planned. I just think this should be a priority.
5) Too many people are selling their star players immediately and causing the competition to be too lopsided. I've found it's hard for me to know if I found a great strategy when I play somebody with two star players that simply overpower me with a weaker strat. To prevent this I think players in the first year of their competitive contract should have a no trade clause for one year, whether this is your starting roster or a new player acquired through the market, academy, or scout. Teams should be developed over time. There shouldn't be a super team in the first season, or even the second. Some teams will have an advantage with this change right away, but teams should normalize after a season or two.
6) And speaking of terms of a year, I haven't been able to find anywhere on the site how long a year is (I think one season is one year?) As well as anything that describes how a player's age affects their performance or that a player even has an age that affects them.
That's all from me for now. I have more ideas but I feel like that what I've already set is a lot to talk about. What do you guys think?