PDA

View Full Version : Ideas for Budget Limit



Bad_Ash
08-29-2001, 10:27 AM
Sounds like the budget limit is hurting many teams. Lets come up with some ideas to make it so it works.

Limit=budget x 150% +- cash?

I would imagine the limit needs to be more complex than that. But it should allow teams to stockpile cash and then go pay crazy for a time being. Even small market teams splurge their budget on hometown favorite players(a.k.a. Twins and Puckett, Reds and Griffey).

The only thing the limit is trying to prevent is immature/inexperienced players from overspending for immediate success as opposed to the goal of the game, build a successful dynasty(have a good team for 10+ years).

There is one team in my league that is negative 3,000+ cash and has a payroll of 1,200+.

Something else to consider is having invite only leagues(only players with good reputations are allowed in the league).

Have a majority vote available to kick players out of a league if they are detrimental to the league(if baseball can kick Pete Rose and Joe Jackson out of baseball why can't we kick out GM's that are fixing games).

Just some ideas.

Badash

marc
08-29-2001, 10:34 AM
Assuming they dont touch the revenue .

how about something like

Last Years Revenue +- Cash

You could even modify it, to be

Last Year Revenue +- (cash/AVG Contract Years)

So If a team has 50 points in cash, and
players signed for 3 years on avg,

They will be able to spend

LYR + 17.

cwstags1
08-29-2001, 11:01 AM
I am Saint Louis in Fastsim 13, and my budget is only 308 and my limit is 322. I made 24 points last season in profit, and I have added no payroll whatsoever (I actually cut some in signing my own players to cheaper deals and by cutting loose, for nothing, old players).

I would really love to resign some players like Joe Crede and J.D. Drew who are asking for 100+ points, but if I did, I wouldn't be able to sign anybody for years to come. This budget thing is BS; owners should be able to spend how they wish and if they screw up, that's their problem.

amount
08-29-2001, 12:03 PM
Agreed!

This budget thing is ridiculous. I play the Expos, and I save up and trade for cash so I can sign players that the computer won't let me sign. You should not be allowed to sign players if you're in debt, but the budget idea stinks!

Clay Dreslough
08-29-2001, 02:41 PM
Hi All,

I'm reading these posts and I appreciate the feedback already. I'm sorry I surprised everyone with these changes. I'm in the process of posting a full explanation of the changes (that I meant to go out last night).

You should notice that the 'Payroll Limit' equals Projected Revenue minus Expenses, plus 25% of your available Cash (or 0, if you are in debt).

I also made some changes to the underlying engine, so some big market teams will have less to spend. I'll keep posting throughout the day as we get this new version hammered out.

Thanks,

Clay

Clay Dreslough
08-29-2001, 02:51 PM
Originally posted by marc
You could even modify it, to be

Last Year Revenue +- (cash/AVG Contract Years)

So If a team has 50 points in cash, and
players signed for 3 years on avg,

They will be able to spend

LYR + 17.

I'm glad to see other people going through the same logic I went through. We wanted to allow teams to stockpile cash and then blow it on a big payroll. But 'Average Contract Years' isn't the best number to use. The team might have five 100-point players signed to 7-year deals and fifty other 1-point players with 1-year deals. While the 'Average Contract' is about 1.5 years, the bulk of the payroll is committed for 7 years.

So, a "Weighted Average" might be more accurate, but I didn't want to make things too complicated.

Also, I didn't want to encourage building a super team for one year and then breaking it up as this hurts the chances of teams that are simply trying to field a competitive team year in and year out.

Clay