Introduction
In brief, TWLM is a managerial game based on the performance of real players taking part in TWL. There are 2 sections to TWLM: Teams and Betting.
Teams
Each manager will be given $4500 at the start of regular season to buy players. Several factors affect a player’s value, for example: their performance or how good the enemy team they played was. It is possible for a highly valued player to go down in value if they play a team of low valued players so the key for a manager will be to find an under valued player that is going to perform well against a tough squad.
Betting
You can either bet on which squad will win a match, or which player in that match will be the MVP. MVP’s of TWLM are decided by: most kills, least deaths. There can be more than 1 MVP, for example: if 2 or more players get the highest amount of kills AND the least deaths then there are 2 MVPS. Betting will begin straight away and will even include pre season! You will receive $500 to start with. There is no limit to how many bets you place or the amount you wish to stake!
How to play
To play TWLM, login to the TWL website with your username that you use for TWD and click on TWLM. You will then be able to access the 2 above mentioned sections and statistic pages so you can keep an eye on the progress of other managers/player values etc.
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PS – TWLM is fully linked to the TWL website with its own admin side which means it can always be a feature of TWL! (even after I am gone)
How does it work?
You want to know all the details eh? Wow you are eager! Well here you go, I hope this helps…
Teams
A player’s default value on participating in TWL for the first time is $300. He gets this different value for each of the 3 leagues and they remain separate because obviously, a Warbirds performance, and so value, does not reflect on their Javelins value.
Let’s say a player gets 10-2 – which is quite a decent result. The following table can give you a picture on how this performance will affect their value.
Code:
Player going 10-2 Ave rating of opponent squad Likely Value Result High valued player vs High valued squad result: Increase High valued player vs Medium valued squad result: slight increase High valued player vs Low valued squad result: stay the same Med valued player vs High valued squad result: Medium Increase Med valued player vs Medium valued squad result: Increase Med valued player vs Low valued squad result: slight increase Low valued player vs High valued squad result: Large increase Low valued player vs Medium valued squad result: Medium Increase Low valued player vs Low valued squad result: Increase
Code:
Player going 2-10 Ave rating of opponent squad Likely Value Result High valued player vs High valued squad result: Decrease High valued player vs Medium valued squad result: Medium Decrease High valued player vs Low valued squad result: Large Decrease Med valued player vs High valued squad result: Slight Decrease Med valued player vs Medium valued squad result: Decrease Med valued player vs Low valued squad result: Medium Decrease Low valued player vs High valued squad result: stay the same Low valued player vs Medium valued squad result: Decrease Low valued player vs Low valued squad result: Medium Decrease
Betting odds are calculated so that they give realistic odds. The odds are calculated by using the value of players. You really need to be good with your predictions to do well in Betting! When inventing the odds algorithms I tried to bare in mind the game balance that the amount of money invested/returned in betting should be the same as that of the other leagues. I have assumed a sensible bet (given the amount of money that I have awarded for this league) is about 50. To win a bet of odds over 2, a manager would just over double their money so would get a return of about 50. This would be a similar risk to a manager investing money into a player. Because of the TWLM algorithm, players are more likely to go up than down, but it still is tough to choose the best players that will go up the most.
Squad to win odds
The algorithm for odds for squads to win result in a range from about 1.01 to 4. If 2 teams are equal in value the odds for both will be at there highest, but they won’t be both above 2. This is so that there is never the situation where a manager can bet on both squads to win a match and not risk a potential loss. Odds are obviously greater if the squad in question is lower valued than its opponent.
Player to MVP
The algorithm for odds for a player to MVP ranges from around 1.01 to 14+. The reason that odds go a lot higher for MVPS is because it is a lot harder to predict an MVP as there are more possible outcomes. It also takes into account how difficult the opponent squad is in relation to the players value AND how good a squad the player in question is on.
The TWLM algorithm for player values and the Betting odds algorithms I will not disclose. The TWLM algorithm won’t be changed despite any dislike as it is the original developed by Anzu. But as the betting algorithms are new, I welcome polite feedback and suggestions of algorithms/improvements etc. Hope you all enjoy this seasons TWL!
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