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Forum > Suggestions > Expand on team finances
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Jampy2.0
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The way it is right now is cool, but I think it could be better:

Allow us to gain money in team bank from our games.

Allow us to use extra money to assign more High contracts.
(If this is done correctly and in moderation, teams a few season in will have the ability to have majority of the team on high contracts).

Allow us to also use money to buy players/free agents...
(Sort of the way it is right now, since you have to offer them a salary that fits within your cap).
(This includes teams tactically selling/trading players for $ sort of like in RL soccer)

The low/medium/high we have right now is cool, but I kinda liked the system we had in GLB where you can offer players anywhere between the minimum allowed and the maximum wage, and they got a bonus according to how much they are paid... Would be cool if we could bring that back, so we could use team salary more dynamically.

Thoughts?
 
AirMcMVP
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Currently its an even playing field with the salary cap being the great equalizer. Cap credits that allow all players to have a high contract is an exploit waiting to happen. Buying and selling players for cash is an exploit waiting to happen.
Edited by AirMcMVP on Jan 10, 2014 12:37:56
 
Jampy2.0
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How is it an exploit when everyone can do it?

 
bhall43
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Ngth
 
AirMcMVP
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Originally posted by Jampy2.0
How is it an exploit when everyone can do it?



If everyone can do it then what's the point?

As it stands teams have to decide who gets High, Medium, and Low contracts. If everyone can have a High contract then what's the point?
 
Jampy2.0
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Originally posted by AirMcMVP
If everyone can do it then what's the point?

As it stands teams have to decide who gets High, Medium, and Low contracts. If everyone can have a High contract then what's the point?


It would take a lot of effort and a lot of sacrifices to get to that point.

Also, this wouldn't even be available for the first few seasons of a teams career cuz they will be building up bank...

Sorta like soccer,
teams save save save, then they explode, and go on a buying spree... But what happen while they saved? They often had below average seasons etc..
 
NiborRis
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Originally posted by Jampy2.0
How is it an exploit when everyone can do it?



Just because everyone can get a network of people to buy up cash farm teams to funnel cash to the primary team doesn't mean it isn't an exploit to do it. And it would create huge piles of teams that are only trying to farm cash rather than win football games, clogging up all the leagues with trash teams.

Any suggestion that involves a limited resource that can be freely moved from one team to another is exploity and would need VERY compelling reason to be added. So rip out any parts of your suggestion that involve trading with other teams.

Now look at what you have left. Is it really that compelling? Or interesting? Would it be fun to have a team that was only a Top Tier team one out of four years, because the other three years you're "saving up money" and the top tier teams those other years are in their Spending cycle? No thanks, let's just keep the finances simple, let the salary cap do what it's supposed to do and we can play some dotball.
 
Jampy2.0
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Originally posted by NiborRis
Would it be fun to have a team that was only a Top Tier team one out of four years, because the other three years you're "saving up money" and the top tier teams those other years are in their Spending cycle?


So you are saying nearly every Professional sport is not fun?

Because every sport team does this.
 
NiborRis
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I'm saying professional sports and video game MMOs are different. And there's lots of things about the money limits in professional sports that creates Not Fun side effects that aren't really escapable because you do have to deal with the realities of having and spending money and that people have a desire for the money itself and not just what it can buy you in regards to the sport franchise.

So...yeah, maybe I am saying that owning a professional sports team would have a lot about it that isn't fun. We can probably skip those parts of the simulation experience, much like there's no injuries.
 
Jampy2.0
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Not fun isn't a good enuff reason imo..

I consider it not fun that team $ is locked, as it is very unrealistic, good teams get lots of $,

atleast in GLB1 that was reflected via stadiums... They removed one of the most realistic parts of the "simulation", imo,
and it kinda makes this seem like a kiddie game..

I'm just saying this game should be multifaceted, right now, you build players and build a playbook... That is it.
 
Homage
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well you build teams too.. that just hasn't been hard since Superstars are nonexistent right now.
 
Jampy2.0
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^ 3 things sry..

Also note:

This isn't rly a suggestion to implement the content in the OP... It's more to ignite thinking to bring back some kind of $ feature back in the game, like stadiums or something...

Cool thing about GLB1 was that it is multifaceted... Some may argue TOO many facets and that creates a harsh learning curve for new users... But the cool thing is their are plenty of roles for an agent to pursue... That part is lacking in GLB2.
Edited by Jampy2.0 on Jan 10, 2014 16:24:26
 
Homage
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their isn't really any facet to stadium building in GLB1. It's more a task I have to keep in mind when I reroll.
 
Jampy2.0
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Originally posted by Homage
their isn't really any facet to stadium building in GLB1. It's more a task I have to keep in mind when I reroll.


Tell that to the numerous CFOs floating around.
 
Homage
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Originally posted by Jampy2.0
Tell that to the numerous CFOs floating around.


lol?
 
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