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Old 03-27-2007, 01:19 PM   #1
mschechct
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Salary Cap Help

First off, hats off to Markus and team for putting out a great product.

Does anyone have any experience using a salary cap in the game? I am running a standard MLB league (using ICY template) with inaugural draft. When is the best time to set the cap? Setting it after the draft seems counterintuitive as teams will immediately have to dump salary in the first free agency if they want to get under the cap. Setting it before the draft doesn't make any sense either as the contracts of players in the draft pool are not visible (or am I missing something here)? Also, what is the optimal amount to set the cap at assuming Default settings? is this just determined by running a few test drafts to determine the average team salary?

Also just looking for some general advice on implementing the cap. The way I want it to work is kind of like in football where the cap is set at a certain level that every team can afford What is the best way to achieve this? Increase the average media contract to $200mm? Are there any issues i can run into in future seasons by doing this?

Sorry for the plethora of questions, any help/advice would be greatly appreciated.

-Mschechct
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Old 03-27-2007, 02:15 PM   #2
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This is an excellent request. I'd like to get some advice too.
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Old 03-27-2007, 02:21 PM   #3
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I also have a question. DOes the Salary Cap Actually work????
Because I am running a League with 10 teams, where the cap is $50 Million yet 4 Team are over the cap mid way through the season.
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Old 03-27-2007, 02:24 PM   #4
stellar
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I had a weird situation. Running a fictional league (not sure which template), I wanted to sign some FAs.

I structured the deal, and noticed "You have no money left for free agents. Your owner has given his approval for this deal."

The deal was like $15mil per year.... and he approves it?
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Old 03-27-2007, 02:29 PM   #5
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Quote:
Originally Posted by Gumies View Post
I also have a question. DOes the Salary Cap Actually work????
Because I am running a League with 10 teams, where the cap is $50 Million yet 4 Team are over the cap mid way through the season.
Teams can be over the cap, I think they just can't make offers to new free agents or add salary via trades until they get back under the cap.
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Old 03-27-2007, 02:35 PM   #6
Sven Draconian
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1) Coach's add to the payroll of a team, but do not count against the cap. Go find each teams financial report and look at player salaries only.

2) Go to league options and put in the cap before the draft. Likewise, after you put in th ecap, Id go to league options-functions and assign fictional contracts before the draft.
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Old 03-27-2007, 02:53 PM   #7
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Quote:
Originally Posted by Exodor View Post
Teams can be over the cap, I think they just can't make offers to new free agents or add salary via trades until they get back under the cap.
Yes. The way my team ends up over the cap is salary arbitration. The AI's arbitration offers are not limited by the cap.
Cutting unwanted arbitration-eligible players, and offering reasonable salary extensions to those you do want to keep, are ways I use to keep under the cap
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Old 03-27-2007, 02:56 PM   #8
Here24
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Quote:
Originally Posted by Sven Draconian View Post
2) Go to league options and put in the cap before the draft. Likewise, after you put in th ecap, Id go to league options-functions and assign fictional contracts before the draft.
I learn something new every day. Excellent.
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Old 03-27-2007, 02:56 PM   #9
mschechct
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Quote:
Originally Posted by Sven Draconian View Post
1) Coach's add to the payroll of a team, but do not count against the cap. Go find each teams financial report and look at player salaries only.

2) Go to league options and put in the cap before the draft. Likewise, after you put in th ecap, Id go to league options-functions and assign fictional contracts before the draft.
Sven,
So when i do step two and assign fictional contracts does it base it off my salary cap or the typical player salaries settings? Thanks for the response, this is a great start!

Mschechct
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Old 03-27-2007, 03:59 PM   #10
Sven Draconian
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Originally Posted by mschechct View Post
Sven,
So when i do step two and assign fictional contracts does it base it off my salary cap or the typical player salaries settings? Thanks for the response, this is a great start!

Mschechct

Its going to base it off projected revenue. If you are just using the default MLB setup, this shouldnt be very hard, as it already knows what to do and using a reasonable cap figure (85-90 mil) should let every team under the cap (most with room).

If you are using a different setup, the "average" salaries will mean more. So be sure to adjust those before hand.

In 6.5 the AI worked best with 80 million dollars as the figure, I ave no idea if this holds true, but the games salaries were scaled back a bit for this.

All in all, if you want modern type setting, setting the cap at 80 million and assigning fictional contracts should give you solid results. Id run a quick test first just to make sure Im right (afterall, I've only had the game for a few days too ).

If you want a different setup, you may need to adjust the average salary's per tier and or the coefficient. Likewise, you may need to tinker with the average attendance, ticket cost and media contrats to assure you get the appropriate projected revenue and therefore the appropriate sized plaer contracts.
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Old 03-27-2007, 04:07 PM   #11
mschechct
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Really appreciate the detailed answer and Help. Thanks Sven.
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Old 03-28-2007, 01:09 AM   #12
Sven Draconian
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No problem, it gave me an idea of somethign I was doing wrong anyway . Just let me know if it worked.
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