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| Earlier versions of OOTP: New to the game? A place for all new Out of the Park Baseball fans to ask questions about the game. |
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#1 |
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All Star Starter
Join Date: Dec 2005
Posts: 1,255
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Financials - Evening the Playing Field
I started a quick league with 20 games, letting the CPU draft and determine financials. To start, teams had payrolls ranging from $20 mil to $70 mil and their corresponding market sizes, etc reflected this.
What do people do to even the playing field in terms of financials in a fictional league? I'd like to even it up some without putting teams too far in the hole or make them too profitable. |
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#2 |
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Hall Of Famer
Join Date: May 2002
Posts: 3,855
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Even the field how? Do you mean everyone getting equal income or equal salary levels...?
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#3 | |
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All Star Starter
Join Date: Dec 2005
Posts: 1,255
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Quote:
It seems like after a few test runs, the teams with the higher payrolls keep making money while the lower payroll teams continue to struggle. |
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#4 |
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Minors (Triple A)
Join Date: May 2006
Posts: 210
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good idea
Yeah, is there a Salary cap option? I woudl love that for my league. I dl'd it this moring, but wont get to play around till tomorrow afternoon.
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#5 |
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Bat Boy
Join Date: Feb 2006
Posts: 6
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Yes, a salary cap can be imposed. Game Setup>League Setup>Rules, then, in the Financial Rules subsection, go to "Salary Cap" and edit in the dollar figure you desire. Presto!
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#6 | |
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All Star Starter
Join Date: Jun 2004
Location: In the vicinity of Buffalo,NY
Posts: 1,634
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Quote:
Just means that the smaller market teams are gonna have to do a much better job scouting and developing players than their big market counterparts, just as in real life... I suppose one could even the playing field by implementing a cap or by instituting a very low revenue sharing rate.... |
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#7 | |
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All Star Reserve
Join Date: Jun 2002
Location: Columbia, South Carolina
Posts: 664
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Quote:
Teams make money in 4 ways 1: Media contract 2: Gate Revenue 3: Merchandising Revenue 4: Revenue Sharing If you want to balance everythign as much as possible IMO you need to control 3 of the 4 above. The gate revenue is not as controlable because if a team sucks they will not draw well. Now how you control the other 3 aspects is 1: Media contract - At league creation under the rules tab amke the Media Contract Fixed and do not allow market size to control it. 2: Merchandising Revenue - Last season's revenue plays a major role in what this season's revenue will be. I pretty much know for a fact that in 6.5 merchandizing revenue sdoe not fluctuate greatly year to year. I believe, and I have not tested this to verify this theory, if you set everyone's previous years revenue, market size, fan interest and fan loyalty exactly the same you will create as level a playing field here as you can. Now it will fluctuate some in the current season but I believe the amounts should not vary so much to cause imbalance. 3: Revenue Sharing - This itself does not do as much as one would think, or at least in my limited experience it does not do what I originally thought. Think of it as a penalty for not spending to the max every season. It is not a luxury tax that penalizes the big spenders. I have not tested this but I am considering setting it at such a high level thus not penalizing teams who may rebuild by saving some cash then going on a FA spending spree to get better quickly in the hopes the other revenues will climb dramatically due to the much improved team. Teams spend money in only 1 way. 1: Contracts Setting a salary cap will indeed cap spending but it does not solve the revenue stream problem. Only tinkering with the revenue streams will income be normalized. |
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