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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
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Minors (Single A)
Join Date: Mar 2002
Location: Overland Park, KS
Posts: 69
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Struggling With Financials
Okay, I've simmed a few test leagues to see how things worked with team financials, and I think I'm getting ready to pull my hair out. Not that the game isn't calculating things properly, I'm sure I'v just overlooked some things. I'm hoping I could seek some help from the forums so that I may understand some of the following:
1) Revenue sharing - Profits over the cash maximum should equal the team's revenue sharing, right? Except in most of my leagues, when I do the calc. myself from the team financial page, I come up about $2-$3 million off most of the time. Anyone else finding this? 2) Merchandising revenue - This should change when the market size for the team changes, right? Well, I've raised and lowered both the market size and fan loyalty and the merchandising revenue stays exactly the same from year to year. 3) Teams getting too rich - When I sim the game without using revenue sharing, many of the larger market teams accumalated mass amounts of cash. Just after simming a few seasons, I had a team that accumalated enough cash to have $350M for staff and player signings?!?! I thought I could fix this by using the cash maximum option and setting it to something reasonable, but that's only available when revenue sharing in enabled. I've been using the default settings on league average salaries and ticket prices. Is the only way to fix this is to raise the payroll averages for players from the default levels? That would seem like a long and iterative process to find the right levels. Well, okay I think that's it. Any help would be much appreciated. Also, I'm very curious as to what others have been doing to set up there league fincancials to get a good financial balance in their leagues.... |
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#2 |
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Minors (Single A)
Join Date: Mar 2002
Location: Overland Park, KS
Posts: 69
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bump
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#3 |
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All Star Starter
Join Date: Dec 2001
Location: Somewhere to the left of 2nd base
Posts: 1,598
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__________________
MWT Did Tennesee Delaware Mississppi's New Jersey? Idaho ... Alaska! |
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#4 |
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Bat Boy
Join Date: Jun 2006
Posts: 3
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Merchandising revenue seems to be largely based on the previous year's merchandising revenue. During the pre-season, set each team to whatever level you think is appropriate.
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#5 |
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Major Leagues
Join Date: Jan 2006
Location: Perth, Western Australia
Posts: 447
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As I understand it, revenue sharing isn't so much revenue sharing as revenue losing - ie you lose cash above the nominated maximum, but it isn't shared with other teams it just disappears.
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#6 |
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Minors (Rookie Ball)
Join Date: Jun 2006
Posts: 33
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With regaqrds to merchandizing revenue, I think its approach is good. The AI changes Fan Loyalty and Market Size a lot; making Merchandizing dependant on them will lead to greater fluctuation. Now it bases itself solely on current merchandizing and Fan Interest. The current method lets us control finances better than subjecting it to the fluctuations of the AI.
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