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EmperorGrimm

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Mar 8, 2010
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  • Europa Universalis III
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I'd like to open up discussion on a sports management game set around the most popular sport of the late twenty first century, Gravball.

I'll start with a basic framework.

In the future corporations control humankind on Earth while strange and innovative polities dominate space and Luna. It is an era of peace and prosperity after the CisLunar Pact established a balance of power that has persisted for thirty five years. The beautiful game, Gravball, is the most popular game in history even bringing a two week peace to play the Orbital Cup allowing for tensions to ease between the Lunar polities and Earth Sphere.

Treon's Guide To Gravball

Gravball is a game that merges combat with a ball game. Two teams of fifty compete on a gravfield to score points by gaining possession of a gravball, taking it to their opponent's goalzone and holding there for five minutes as the opposing team attempts to stun all the defenders to prevent them from scoring.

Clubs represent either corporations or orbital/lunar communities that are growing in size with the largest being two million. The Solar Diamond League is the highest quality league in the Solar System which along with the lower Gold and Bronze Leagues make up the Association of Solar Gravball or ASG. Players will manage teams only in the Diamond league currently. There are fifty clubs in the Diamond league.

There are several major tournaments. The Solar Cup which pits corporate alliances (made up of the best players from allied corporations against one another and the rest of the star system), the Terrestial Cup on Earth (between corporations and qualifying orbital and lunar clubs), the Orbital Cup (orbital clubs and qualifying earth and lunar clubs), and the Lunar Festival Cup (lunar clubs and qualifying earth and orbital clubs).

Now i'm no expert on sports but I do love them so and the World Cup has inspired me. We need to develop rules for our sport and clubs/teams with positions and some background on the sport's history and fans.
 
Well I like this idea but I think the main issues would lie in the mechanics of the game itself such as management and how the actual players (the NPCs on the teams) would work. But I mean if there is some way to make the management workable then I think this idea would be quite viable.
 
Laws of Gravball

OOC: Details like the material of the goal posts and specific lengths aren't too important really.

Law 1 - Field of Play

The playing field known simply as the "field" is one mile wide and long. It is made of flexible nanite gel turf. There two permenent goal zones on the opposite ends of the field.
Goals are scored when the gravball is brought to a permenent zone. Own goals are not possible in gravball. Fouls and other rule violations void goals if the gravball enters the zone line after the offense was committed.

Goal Zones denote where the Goalkeeper may be active in the role of goalkeeper. Goalkeepers cannot be played outside of role even in the last minutes of the game as is common in soccer.
Penalties are given for fouls within the goal zones.

Law 2 - Ball

A gravball is spherical and weighs one pound. It is equiped with anti-gravity technology allowing it to travel further on the 1 mile by 1 mile field.

Law 3 - Number of Players

A team is allowed to have a maximum of fifty players on the field and must maintain a minimum of twenty in order to continue play. This does not include players stunned on the field.

Ten substitutions are allowed during a game.

Law 4 - Player Equipment

Players must wear a nanite gravball suit which can withstand hard falls, explosions, and allows for the efficient recycling of body water and the management of body temperature. It also holds the stun sensor which tightens the suit to hinder the movement of the player.

Suits must have a number, the last name (or nickname) of the given player with the team's colors and design.

Law 5 - Referees

Powers

stopping, suspending or terminating the match at his discretion, for any infringements of the Laws;
stopping, suspending or terminating the match because of outside interference of any kind;
stopping the match if, in his opinion, a player is seriously injured and ensuring that he is removed from the field of play. An injured player may only return to the field of play after the match has restarted;
allowing play to continue until the ball is out of play if a player is, in his opinion, only slightly injured;
allowing play to continue when the team against which an offence has been committed will benefit from such an advantage and penalising the original offence if the anticipated advantage does not ensue;
taking disciplinary action against players guilty of cautionable and sending-off offences. He is not obliged to take this action immediately but must do so when the ball next goes out of play;
taking action against team officials who fail to conduct themselves in a responsible manner and may, at his discretion, expel them from the field of play and its immediate surrounds.

Duties

enforcing the Laws of the Game;
controlling the match in co-operation with the assistant referees and, where applicable, with the fourth official;
ensuring that any ball used meets the requirements of Law 2;
ensuring that the players' equipment meets the requirements of Law 4;
acting as timekeeper and keeping a record of the match;
ensuring that any player bleeding from a wound leaves the field of play. The player may only return on receiving a signal from the referee, who must be satisfied that the bleeding has stopped;
punishing the more serious offence when a player commits more than one offence at the same time;
acting on the advice of the assistant referees regarding incidents that he has not seen;
ensuring that no unauthorised persons enter the field of play;
indicating the restart of the match after it has been stopped;
providing the appropriate authorities with a match report, which includes information on any disciplinary action taken against players and/or team officials, substitutions and any other incidents that occurred before, during or after the match.

Law 6 -Duration of Play

A game lasts for three hours with a thirty minute half time. League competition can end in draw while knockout competition must end with a win and loss. Overtime lasts for a period of an hour. If the game is still at a draw there will be a Penalty Drive where a transporter and three tacklers are given a chance to place the ball in the goal zone. Both teams play penalties in three rounds.

more to come
 
Mechanics of Management

The game shall consist of a 6 month off season (2 weeks real time) where managers may trade/buy/draft players and see greater results for training. Player exchanges and buys will last until two months into the regular season. Regular seasons are six months.

Zircon Gravball Club
Manager: Jose Morinho III
Coaching Staff: Exceptional
Training Facilities: Exceptional

Players
GK Tim Howard

Positions

Transporters: Only players allowed to handle the ball without time limit. Must move gravball without the use of their hands. Typically has a lot of speed and agility. Are found to some degree at every level of the field so they can recover the ball and move forward from even the backfield.

Tacklers: Only players that can stun other players. Typically very strong, tall and large, often works in units of other tacklers to block off portions of the field.

Forward Tacklers - These tacklers run with the transporters to protect while they attack. They often work alone or in small units of up to 5.

Midfield Tacklers - Holds the midfield.

Defensive Tacklers - Helps the goalkeeper in the backfield

Shields: These players are...

To be continued with everything else.
 
Example Of Club/Team (with explanations)

Zircon Gravball Club
Manager: Jose Morinho III
Coaching Staff: Exceptional
Training Facilities: Exceptional

Quality for players/staff/facilities will range from Awful to Exceptional. It goes Awful, Poor, Average, Good, Exceptional. Awful will degrade training results by 10%, Poor by 5%, Average is even, Good is +5% and Exceptional is +10% when it comes to the staff and facilities.

Players

Since even if we had 11 players it would be difficult to simulate every single player's stats and performances i've come up with this idea. The only players with visible stats will be so called Star Players and Prospects. With the proper training, tactics, and morale your players can play closer to their top potential and the opposite can be true as well.

There will be various categories representing the quality of your team.

Talent: Exceptional (The raw talent of your players.)
Fitness: Good (Physical fitness)
Decisions: Average (Making the right decisions at the right time)
Psyche: Average (How they feel about themselves, the club, you, and general morale)

The scale from Awful to Exceptional applies here except that the bonuses and penalties will affect die rolls during matches.

Star Players and Prospects will have different stats represented by numerical values.
Example:

17. Hydrilla (Forward Tackler or FT)
(5/4/5) (On a scale of 1 thru 5)
The first number is Potential which provides a base of 10% bonus on die rolls with it doubling every level achieved. So a 2 will net 20% bonus onto the 10% gained at lvl 1.
The second number represents Consistency which at 5 means that all bonuses are at their max. With every lvl you fall you lose 10%.
The third number is Fitness which is like your health bar. 5 means you're perfectly fit without injury.

You also have other modifiers like height and weight and age.

Your stars and prospects will have a natural position which if taken out of will reduce their stats by 1 point each until they get used to their new position. They will also have more specific modifiers like Lighting Fast or Stubborn Defender which will guide you on what positions they are best at. Like Lightning Fast is a great trait for Transporters while Stubborn Defender goes well with tacklers.

So lets review.

17. Hydrilla (34)(FT/6,5/250)(5/4/5)(Stubborn Defender/Quick)

The traits will need to be further developed and revised but here's an example of the star player Hydrilla of mighty Zircon based in California.

Also, in the future humans live longer and healthier. The average lifespan is 130. For gravball players their prime begins at 25 and last until they're 45. Its rare for players to play beyond the age of 60 however.

((I shall have my laptop back tonight so ill hopefully be able to add the other stuff I have.
 
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Solar Association of Gravball (SAGRAV)

Head of Operations: Commissioner Grimm (GM)

Affiliates

Federations of Gravball (Earth)(23 Diamond Clubs)(34 Alliance Teams)
Orbital Confederations (Orbitals)(15 Diamond Clubs)(25 Alliance Teams)
Lunar Festival (Luna)(13 Diamond Clubs)(13 Alliance Teams)
Martian Association (Mars)(2 years old)(0 Diamond Clubs)(1 Alliance Team)

Solar Diamond League

Federations of Gravball (Earth)
Zircon Gravball Club (San Francisco)
Athenikos (Athens)
Metasoft Unlimited (San Francisco)
Eclipse Gravball Club (New York City)
Pathos Prime (Athens)
Empire Gravball Club (Chicago)
Juventus Gravball Club (Turin)
Black Flag (Kiev)
Vencedores (Lisbon)
Warriors Gravball Club
Goliath
 
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Solar Association of Gravball (SAGRAV)

Head of Operations: Commissioner Grimm (GM)

Affiliates

Federations of Gravball (Earth)(23 Diamond Clubs)(34 Alliance Teams)
Orbital Confederations (Orbitals)(15 Diamond Clubs)(25 Alliance Teams)
Lunar Festival (Luna)(13 Diamond Clubs)(13 Alliance Teams)
Martian Association (Mars)(2 years old)(0 Diamond Clubs)(1 Alliance Team)

Solar Diamond League

Federations of Gravball (Earth)
1. Zircon Gravball Club (San Francisco)
2. Athenikos (Athens)
3. Metasoft Unlimited (San Francisco)
4. Eclipse Gravball Club (New York City)
5. Flamengo Gravball Club (Rio de Janeiro)
6. Empire Gravball Club (Chicago)
7. Juventus Gravball Club (Turin)
8. Black Flag (Kiev)
9. Vencedores (Lisbon)
10. Warriors Gravball Club (Denver)
11. Goliath Gravball Club (Houston)
12. Changchun Yatai (Changchun)
13. Shenhua (Shanghai)
14. Dalian Shide (Dalian)
15. Tokyo Metropolis (Tokyo)
16. Gamba Osaka (Osaka)
17. 2058 Munich (Munich)
18. Nürnberg Gravball Club (Nürnberg)
19. Berlin-Vorherrschaft Gravball Club (Berlin)
20. Barcelona Sociedade (Barcelona)
21. Fluminense Gravball Club(Rio de Janeiro)
22. Kano Pillars Gravball Club (Kano/Nigeria)
23. Quantum Atlanta (Atlanta)

Orbital Confederations
1. Salyut Nineteen(Salyut Commune)
2. Kestor Gravball Club (Kestor Republic)
3. Galileo Orbital Gravball Club (Galileo Orbital)
4. Xanatka Gravball Club (Xanatka)
5. Keter Alpha (Keter Alpha Orbital)
6. Celestial United (Keter Alpha Colony)
7. Katanga Prime (Katanga Colony)
8. Apollo Comets (Apollo)
9. Red Alert Tiao Tiao (Songtiao Orbital)
10. Cosmics Gravball Club (Cosmic Technocratic Colony)
11. Za Za Gravball Club (New Marsaille)
12. Shooting Star (Apollo)
13. Cosmic Arsenal (Cosmic Technocratic Colony)
14. Spartak Zhukova (Zhukov Assembly)
15. Icarus Unified (Icarus Unity)

Lunar Festival
1. Herschel Gravball Club (Herschel Democracy)
2. Lunar Metro Zoners (Lunar Metropolitan Zone)
3. Atlas Crater (Atlas Crater)
4. Armstrong Central Gravball Club (Armstrong Central)
5. ComStar (ComStar Directive)
6. Juggernaut (ComStar)
7. Cosmic Horizon (Cosmic Horizon)
8. Vespa Gravball Club (Vespa City)
9. Septa Prime (Septa Prime)
10. Ceta Flag Gravball Club (Ceta Flag)
11. Link Gravball Club (Link Colony)
12. Algamon Gravball Club (Algamon)
13. Wan Yun Gravball Club (Wan Yun)

Alliance Teams are not set in stone but successful ones typically last for around a decade give or take.
 
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Club Overview

Zircon Gravball Club
Manager: *character name* (EmpGrimm)
Coaching Staff: 10/10 (Elite)
Training Facilities: 10/10 (Excellent)
Owners: Zircon Corporation (Happy)
Budget: 130,000,000 platinum
Average Attendance: 250,000

Team

Star Players
GK Anthony Forest (45/44/4/10)(GK=10)

Talent: Represents your raw talent. 45/45. Cannot be modified.
Consistency: Represents how well your playing over time. Consistency maxes out at the Talent level. 40/50
Fitness: Injuries, exhaustion, age, so forth. 4/5. Losing a lvl will decrease your consistency by 5 points.
Position Proficiency: GK=10/10. Every five points adds 1 consistency.
Psyche: (1 represents lazy, unfocused, and weak minded while 10 represents great determination and focus and motivation)
Every five psyche points boosts the consistency lvl by 1. 10/20

Rest Of The Team

Unlike the star players who have more detailed stats, your regular players who are good enough for diamond league competition but not as good or famous as the stars will be represented based on a quality scale. Players will be simply ranked 1-50. 1-10 are amateurs. 10-20 are Bronze League level starters, 20-30 are Gold League level starters, 30-40 are diamond league starters, and 40-50 are potential star players.

Alpha Squad
39 Players (quality=30-40)
11 Players (quality=40-50)

Beta Squad
43 Players (quality=30-40)
7 Players (quality=40-50)

Basic Gravball Field Organization
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Strategy and Tactics

Goal Zone: Teams are allowed to have one goalkeeper on the field at a time. Fouls in this zone lead to penalty drives. Goals are worth 3 points. Can have 1 trap.

Backfield: 100 Metres. Open field leading to the goal. No defense positions allowed. Can only have 1 trap.

Midfield: 400 Metres. Divided by Flank Defense Zones which are allowed three defensive positions. Center Defense Zone can only have 1 position. Midfield can have both defense positions and three traps.

Midfield Goal Zone: If the gravball catches the magnet the offense must defend the zone to the last player for ten minutes for 5 points.

Positions

Your team have four Sections. Back Field, Mid Field, Upper Field, and Transitional.

Your Back Field is the last line of defense once your opponent has broken through the midfield. Because they are not allowed to have defense positions they must rely on speedy tacklers who are strong enough to chase transporters and their forward tackler escorts.

Your Mid Field is the primary line of defense against the opponent and makes up the majority of the field. The midfield is allowed the placement of defense positions. There are three kind of defense positions. Trenches, Barricade, and Hills. Trenches are useful for avoiding the long ranged attacks of the Shield. Barricades are useful for breaking up advances opponent advances. They can also protect against long range stun fire and stun grenades. Hills force opponents to advance uphill which exhausts them and allows for a stronger position for midfielders.

Midfield Goal Zone are void of defenses and traps and one must rely on the players only to protect their goalscore.

Your Upper Field is primarily responsible for scoring goals and your most forward line.

Lets look at a Standard 20/15/10/5.

[url=http://postimg.org/image/rr7wypvot/][img=http://s30.postimg.org/rr7wypvot/Gravball_Field_Standard_20_15_10_5.jpg][/url]
 
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Strategy, Tactics, and Positions

[/url]
Standard 20/15/10/5

Back Field

Your players in this section of the field need to be strong tacklers that are also quick enough to cut off incoming transporters and their forward tackler escorts. The backfield cannot use defense positions but have one trap per match. In the standard 20/15/10/5 formation the back field is divided into 3 units. Flank Defenders keep 5 players who linger on the wings of the field. The center unit is made up of 10 players. The goalkeeper is part of the backfield and can launch his GK trap and order the back field's only trap to be executed once the opponent enters the "final fifty" metros.

Mid Field

Your players in this section of the field are the most diverse in skill. In our standard formation there 3 units of five players. 2 units defend their respective flanks while 1 defends the center. The standard mid field is the center of the team's defense and offense. The coordinator is in the midfield almost always. Midfielders are responsible for placing defensive positions and executing traps effectively while fighting for and hold possession.

Upper Field

Responsible for scoring goals and divided into two units. One unit are made up of transporters and the other with forward tacklers who escort the transporters to the opponent's goal.

Transitional

Made up of individual players who have hover packs that are used to plug up holes through out the team. These can be your best transporters or even a strong defensive group or a specialized mixture.

Positions

Forward Tacklers: Quick tacklers that escort the transporters.

Mid Field Tackler: Strong tacklers that can keep possession and hold back opponent tacklers.

Back Line Tackler: Strong possession holding and quick escorting type tacklers who can cut off the lightning fast and agile transporters.

Tacklers: Can keep a ball for five minutes but must pass the ball to a transporter or lose possession of the ball. They are the only ones who can stun other players. They are typically skilled in combat and strong.

Transporters: Lightning fast players who can keep the ball for an unlimited length of time. Typically smaller and weaker than tacklers. Cannot stun other players.
 
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