Here is the proposed system in a nutshell:
- The tier level caps are 8 in Rookie, 12 in Pro and 20 in Elite. These would remain as they are for now
- Most elements currently capped by the manager level would be uncapped completely, allowing everyone the possibility to upgrade items to level 20 but with the ‘soft’ level cap enforced to ensure performance levels respect the tier a team resides in
- The soft level cap will be enforced if anything exceeds the tier level cap. In Rookie, teams above level 8 will all perform as if they were level 8, the maximum allowed in that tier. And if an Elite team with all levels at 17 relegates to Pro, they will have the performance of a level 12 team while in Pro. If they promote back to Elite, they will operate with the full 17 levels of performance again.
- Interfaces will make clear when a team is being capped with tips and icons
- Everyone has access to unlock the same levels of performance, rather than being ‘hard’ level-capped where they can’t upgrade past their own level which takes time to raise
- Everyone will see good training progress up to the tier level cap
- Transfers will still be set to hire from the manager level, but will train well up to the tier level cap, which is the same level anyone else in the tier can access
A point which needs addressing is obviously that tokens can still be used to accelerate driver and HQ development. The current ‘hard’ level-cap system places strict limits on this, and although the soft level-cap would still do that, it would widen the available range of levels. So, after giving it some thought, this would be my solution: Training gives diminishing returns each time healing is used on a given day, acting as a daily cap on training progress and increasing realism. The HQ does not need such limits on progress as it is already balanced with research.
It’s worth mentioning that the free service is subsidised by people who like to spend lots of tokens at once, but everyone plays an essential role in the health and growth of the community. So, we don’t want to prevent those who want to use lots of Tokens at once from being able to do so, but the system also needs checks and balances for fairness. This proposal with the revision on healing should achieve a great balance for everyone.