Quote:
Originally Posted by PSUColonel
right, which to me, is an issue. I realize people will say "well, just don't do that", or "don't go there"...but my contention is the feature exists, but is not implemented well. The problem is, cash is included in real deals all the time. There is no real way to use this feature responsibly, as you just don't know where the threshold should be. How much is too much? How much is too little? I don't know.
The best thing to do at this point (and I'd like to see this hard coded until something better can be done) is to only be able to trade cash up to equal to total value of a contract for one year. So int his case, the most amount of cash should be willing to part with, is $518,500.
I could be wrong, but how hard would that be to code as a quick fix?
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That's not realistic. Teams often trade players with multiple years left on a contract and include money in the deal that covers more than one year's worth of salary.
There's no fix to this, if that's what you're looking for. Like I said before, AI cannot function 100% logically, so there's always going to be a dollar amount that will result in a trade being accepted. Coding in a fixed limit is not realistic because trades can take on so many different forms. It's not an issue unless the user chooses to exploit it, just like commissioner mode. If you don't want unfair things to happen in your game, don't intentionally do unfair things.