Inexperience speaking here. First question, when positions and archetypes are set with specific attributes, are average career lengths taken into consideration? Different positions in the NFL have different average career lengths and peak in different points in their careers. For example, a RB will likely hit his prime after just a few seasons in the league whereas a QB or WR or any other position for that matter takes a few seasons longer to mature and reach their primes. Second question, are these aspects taken into consideration also when contracts are being offered?
I've actually been giving this problem a lot of thought. I think the problem is not that players are taking minimum contracts to help their team. That idea in itself is fairly well-intended, but the problem is that players aren't sacrificing much since they can easily generate that money elsewhere. We could simply raise expense costs or lower payments from media/graphics, but that punishes the new players, who need the money the most.
The big issue seems to be that costs don't inflate over time, so there's no reason for experienced players to start to demand more money once their TPE skyrockets (other than the minimum salary). It's a hard problem to solve, so I don't pretend there's an easy fix, but I think I've got an idea. (1) Have the league provide a bonus for players that sign contracts at least double the minimum. This will reward players that demand more without directly pulling from team salaries. As a starting number, say 50% of the difference. So, if I'm due a minimum of $1 mil and sign a $3 mil / year contract, I would receive a bonus of $1 mil from the league for each year (50% of the $2 mil difference over the minimum). This encourages players to want more money just like a real player, kind of like the word count bonuses for article except for a simple flat rate. (2) Since #1 pumps money into the system without raising costs, also increase the value of TPE expenses for more experienced players. (2a) Increase pro equipment by $500,000 for each pro equipment of that type purchased previously by a player. Budget equipment would not go up or increase the cost of future pro equipment. (2b) Increase +5 training for non-rookies from $1 mil to $1.5 mil. Rookies can purchase +5 for $1 mil until the end of their first drafted season as "Weekly Rookie Training". The numbers and other details can all be tweaked, of course. It's more about the idea as a whole. We want to encourage big TPE and highly active players to aim for bigger contracts, so a team can't easily stack the best players. On the other hand, players can still sign low to help their team and stay with their friends, but they'll actually be sacrificing something to do so since the bigger contracts reward more and $$$ would matter more as time goes on. This is a big change and the problem may not be big enough to warrant a solution of this size, but I'm just brainstorming at this point. Thanks to Jangorhino for the sig.
(10-26-2017, 03:57 PM)ADwyer87 Wrote:It absolutely will go away, I don't understand this argumentWrong. There's nothing stopping you from having 5 user controlled OL in this situation, particularly given that some people like the position and others would still be willing to roll OL to help their team. But this also raises the question of why an OL bot costs almost twice as much as an active player in the same TPE bracket. I impersonate a programmer for a living
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(10-26-2017, 11:13 AM)jaskins811 Wrote:But that's still part of the problem. The Outlaws is just where it's most apparent. But people should want to get as much value as possible from their contracts, and unfortunately that's not what happens in this league because money is not valuable at all. Yeah I know. I'm not arguing about whether the problem does or does not exist, or how to solve it. I honestly don't have much opinion one way or the other on this issue. I was just letting it be known that while the Outlaws are assholes and nobody likes them and Er is corrupt....the team friendly contracts are on every team, so it's not right to only call them out on it. Hank Winchester (S25 - Current) - Scrub
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(10-26-2017, 03:58 PM)37thchamber Wrote:Wrong. There's nothing stopping you from having 5 user controlled OL in this situation, particularly given that some people like the position and others would still be willing to roll OL to help their team.I mean, are there even 5 active OL out there anymore?
I like the idea of awarding TPE for contracts, but one area of the OP I don't like is the weighted TPE for how a team finishes in the standings. I think MAYBE you could run a set up where if you make playoffs you get slightly less TPE than if you don't (like 60-45) or something like that, but a gap of 70 TPE between the bottom and top team is quite a bit, especially if you are possibly going to have a player earn a huge chunk of that.
As much as you want to keep teams competitive, you also have to think about the sense it makes to do so. (10-26-2017, 05:07 AM)37thchamber Wrote:A simple fix would be to increase the base contract amounts and change the contract tiers automatically at the start of a season if a player moves up a level. That way you don't have a guy reaching 800 TPE in season 5 (which seems likely, btw) and signing a ten season contract at 4m per season. They key to that is that said player's contract also has to run out in S5. If they sign their cheap contract in S3 to give their team a cheap contract, maybe they hit 1000 TPE before that contract is up. That said, I also said that I think the contract values should go up and TPE tiers down a bit, but you ignored that. Things will level out, not perfectly but you won't be seeing 600 TPE players on 500k contracts forever. They have to sign new deals eventually, and they jump up 2 or 3 tiers. That can change things significantly, especially when it's 2 or 3 players suddenly requiring bigger deals. (10-26-2017, 10:47 AM)iamslm22 Wrote:Does that apply for anyone other D Linemen? I know Tuck and Maddox are basically maxed and Hendrix is about to be as well. I don't think other positions are close. I used to be about maxed but I now have 100 more TPE to just max speed so not quite yet :lol"=: |
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