In modern sims, maybe take the highest paid guy at SP, RP, and position player in 2012 and place a salary cap integrated with inflation index. This to prevent the 50M/ year requests down the line.
In modern sims, maybe take the highest paid guy at SP, RP, and position player in 2012 and place a salary cap integrated with inflation index. This to prevent the 50M/ year requests down the line.
There are times I fantasize about a cap in this game. Usually that gets fixed by having another beer.
Just cracked one. Wish I had a beer cap, mornings hurt.
Really, this seems to be a problem in any era -- when I first start a dynasty, 1901 or 1970 or 2012, player demands are limited, but in a few years they accelerate far beyond inflation. What's needed is a real market, teams deciding on their revenues, needs and want and making actual offers to players on that basis. We've seen a real explosion in player salaries in real life (Pujols, Fielder, Votto) as teams apparently expect a major surge in TV revenue.
Lex, problem is the super salary 10-15 years out. I understand bigger salaries, but a guy making 55 million on a team with a 130M budget in 2025? The finances are so screwed up. I was just suggesting an equation that can cap this.
Well, I'd call that a band-aid; better than nothing, for sure. But why not fix the real problem?
Why would we want to fix the problem? For $25 a year, it is cheaper to vent here than see a shrink.