
Salary Cap and Ridiculous CPU Spending---Max Contract Sorely Needed!!
I am using the El Paso Diablos of the American Association(Indy League), which has a $100,000 salary cap limit. I am currently in my first offseason, and something is not right. Players have been brought up from the Reserves, but still have no major league contract, and are on active rosters, but still have a minor league contract. Many of the CPU controlled teams are spending ridiculous amounts of money on single players. For instance, a team just signed a player to a 1-year $67,000 contract,

effectively taking up 67% of the cap on 1 player. Since all of the other players they have on their roster, except like 1 or 2 still have minor league contracts, they decided they could spend all this money on one player.
Something is not right here---no GM in their right mind would spend 67% of their cap on one player, nor should they be able to. There should be a Max Contract Box on the league setup screen, which would limit the maximum contract you could give a player(which would prevent this sort of thing from happening). For instance, I would probably set the Max Contract for this league to $18,000(18%), which means no team would be able to sign a player to a contract worth more than $18,000 per year(including bonuses).
What it would not fix, however is the fact there are 20 players on their active roster that still have no cap figure, that SHOULD have a cap figure(they should not still have minor league contracts). The minimum league contract I believe is around $2500, so even if all these players were at the minimum, it would come out to roughly $50,000, which would be half their cap. The only thing I can think of is that these contracts don't roll over until the season starts, and since I am still in the offseason, they have not been given Major League Contracts yet.
If that is the case, then one of two things needs to happen:
1) Players are given major league contracts immediately upon being put on the active roster(the easiest method).
2) the CPU factors in how many players on the active roster still have minor league contracts, and subtracts their total $ amount from their available cap number.
Either one of these methods would work, but obviously something is not working right here---having only $2700 for player payroll, but having 22 players on the actuve roster(21 with minor league contracts), and then spending a ridiculous amount for 1 player, not taking into account the other players on the team who will eventually have to have a major league contract is not a successful method to use for leagues with salary cap restrictions...
Please look into this one!!
Matter2003