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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#21 | |
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All Star Starter
Join Date: Jul 2011
Location: Washington, DC
Posts: 1,118
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Quote:
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"Sometimes, this is like going to a grocery store. You’ve got a list until you get to the check-out stand. And then you start reading People magazine, and all this other [stuff] ends up in the basket." -Sandy Alderson on the MLB offseason |
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#22 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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#23 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,266
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Does anyone have a screen shot of the default settings that are supposed to work with the MLB style league?
Here is what I'm using now and they seem ok so far:
Last edited by MizzouRah; 01-10-2012 at 02:14 PM. |
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#24 |
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Major Leagues
Join Date: Jun 2007
Posts: 471
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#25 |
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Major Leagues
Join Date: Jun 2007
Posts: 471
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#26 |
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All Star Starter
Join Date: Jul 2011
Location: Washington, DC
Posts: 1,118
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It means that the amount carried forward as cash (or debt) from one year to the next cannot exceed $10 million (or negative $10 million, in the case of debt). Profits are not divided amongst other teams in this way. Rather, the cash is kept within the max through the owner siphoning off cash as profit or providing additional cash as revenue.
__________________
"Sometimes, this is like going to a grocery store. You’ve got a list until you get to the check-out stand. And then you start reading People magazine, and all this other [stuff] ends up in the basket." -Sandy Alderson on the MLB offseason |
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#27 | |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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#28 | |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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As I understand it: Some combo of market size + fan interest determines gate revenue. Market size mostly determines the variable media revenue. However market size seems to vary based on payroll and budget. This is the reason use fictional leagues. I allow the inaugural draft payroll to determine the initial market sizes. Then with a combination of revenue sharing and fixed media contract- most teams stay within a fairly tight payroll. Then I allow the market sizes to fluctuate on it's own. |
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#29 |
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Major Leagues
Join Date: Oct 2008
Posts: 361
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Do teams generate much revenue with these? I found on the default setting that around 1/2 the teams lost money every year. Also teams would decrease their player development and scouting budgets.
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#30 |
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Major Leagues
Join Date: Jun 2007
Posts: 471
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#31 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,266
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I'm not sure yet.. it takes me some time to get through a season and in the past I've had to give teams $10 million so they could sign FA's.
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#32 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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I don't want that...if I have to do that I would just rather not even play the game. I am looking for settings that will allow me to be "babysitter free".
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#33 |
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Hall Of Famer
Join Date: Dec 2001
Location: Troy, Mo
Posts: 6,266
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#34 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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The more I have been fooling around with this, the more I am becoming convinced the default 2011 settings are best. In this setting, the cash max is extremely low (just over a million) but larger markets seem to hold form longer, a small stay smaller. Also small markets have lees to spend, while Large Markets have more. It's not perfect, but it seems the best. Anyone else want to give it a whirl and report back?
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#35 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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I now wonder what would happen if I also shut off the ability for owners to control the budgets, and set cash max to zero??????
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#36 | |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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Quote:
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#37 |
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Hall Of Famer
Join Date: Aug 2003
Posts: 2,946
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I believe if you kept it at 0 then it would be unlimited. If you have it at 1M then it will be harder for teams to have enough to spend on FA. Your team would need to be making revenue from other sources.
I keep the game at the default settings and I am in my 28th season with no problems with unsigned stars or too many teams with zero or losing too much money. |
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#38 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,143
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which default? MLB or the MLB fictional quick start? BTW- Why are these different anyway?
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#39 | |
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Hall Of Famer
Join Date: Aug 2003
Posts: 2,946
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Quote:
I always play custom leagues and create a backup of the initial setup to save in case I wish to restart the league (and I do often). |
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#40 |
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Hall Of Famer
Join Date: Aug 2007
Posts: 2,027
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One thing to note is the Player development budget is there to balance finances it only has a small effect. Setting that to 0 will help and not really hurt anything. Increasing cash maximum can help too. Owners can infuse more cash. The only problem is it can make small market teams big spenders if they get a big influx of cash.
I generally stick ticket price and adjust attendance if it is feasible. Upping avg. attendance can give teams a lot more cash. You might actually want to raise gate revenue sharing if you want some boost to struggling teams. 0 will mean teams like the Yankees rake in and give nothing to the Royals when they play them at home. Historically, gate revenue sharing has been there since the beginning. Wright wanted it to be 1/3 in the beginning of the NL. In non-league friendlies Boston would often demand 60% of the gate take! Of course if average attendance is getting above stadium size this does nothing so you have to raise ticket prices. |
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