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Old 08-01-2006, 12:45 AM   #5
tysok
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Join Date: Aug 2003
Posts: 4,925
Quote:
Originally Posted by JinAZ
I don't agree with the maximum contract thing being a fix, but the financial system does seem to need some adjusting.

Example: I have a 30-team fictional MLB league. Salary cap set to $100 million (to try to keep things sane), superstar defined @ $15 million, star @ 10 million. Current payrolls in my newest league, after ~3 years of simming, range from 34 million to 99 million (median $82 million). High player salary is $30 million, with everyone in the top-25 making over $18 million. The $30 million salary was signed in the first offseason, but just this past offseason at least 5 players signed for more than $20 million, and went as high as $25 million.

Were it not for the salary cap, things would be even worse, because the budgets of 11 teams is over $100 million. Market sizes vary from 3 to 10, but even market size=3 teams can have an $80 million dollar budget because of merchandising, which I have little control over aside from editing the previous years' manually...which isn't practical in a long-term simulation playstyle. -jinaz
With that information, I'd say there's a bit of a problem. The average contract amounts for the different levels of players should keep things in line, I gather that's what it's supposed to do and the purpose of it's existence. It shouldn't be a firm number of course, bidding on a player could make it go higher or lower... but it definately shouldn't deviate from that average by doubling it.
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