"The important thing is that if a team could play together in S1 then the same team with the same contracts ought to be able to play together in S2-9."
A couple of solutions (details of each to follow):
1) Keep the salary cap the same for every level, do not increase salary every season, make "younger" players cost a % less than normal salary, if a player can reach the next level during the season make the salary based on the % towards the next age.
2) Don't round up.
3) Don't round at all.
4) Automatically catch-up all players' XP. Don't allow teams to sign younger players at all. ^* (caveat/not a standalone solution)
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1) Keep the salary cap the same for every level.
This idea means that salary will not round up or ever increase. Since cash isn't used for anything it doesn't matter if you multiply it by 1, 10, or 10,000. The important thing is that if a team could play together in S1 then the same team with the same contracts ought to be able to play together in S2-9.
The team plays in rookie, it is still restricted to rookie players starting at 0 XP, same as always. Salary exactly as exists.
The same team plays in sophomore the next season. It is restricted to 0XP sophomore players and rookie player. Sophomore players would earn exactly what they earned the previous season, so no change in cap hit.
The same team could then stay together with the same cap and salary every season.
Assuming that somewhere along the way, the team decides that it wants to recruit some younger 0XP players. The player would be signed at a discount based on the amount of XP less than the maximum XP cap for the league. The important thing is that until that team reaches plateau, that player would always be at the same discount and would be able to play for that team at the same salary every season until he catches up at plateau. I believe that a single season should be the cap... you should not be able to play rookie players in a Seasoned league. So perhaps these 0XP players would make 20% less than their older teammates (or whatever number Bort is currently using).
Assuming that somewhere along the way, the team decides that it wants to recruit some younger players that are not at 0XP. These players would not be paid as though they were an entire season younger, just the portion of the time. So if the discount for a 0XP player was 20% (assuming), a player that was 4 stars into the younger season would be paid only 4% less. A player that was at 1 star would be paid 16% less.
The advantages to this system is that you never run into the season-to-season rounding errors that cause an otherwise compliant team to go over the cap.
It would be very difficult to game this system. Perhaps you might sign a bunch of players that are one game away from being at the age cap for the league in order to save the 4% (or whatever it would be). The whole team would be one game behind the whole season, which is really only a problem for the games following a star level up. People that are willing to do this would need to replace the entire team with unexperienced players in the second season (most likely) in order to do this, which would mean a huge chem hit for the season. You could also trickle the players in, but you would need to store them somewhere. When this team hits plateau, they would lose the discount and have to make significant cuts to keep everyone.
There is the whole "but I want my player to seem to be making more money" idea that I reject, but that some people might actually care about.
2) Don't round up.
This is a pretty simple idea. The only reason that a compliant team would go over right now is that they multiply all of the salaries and then round them off. If you didn't round them up, you wouldn't go over.
The advantage of this is that it is simple, compliant teams would never go over, and that it might make a bit more cap space as a % of the salary as the team progresses (which will allow teams who need to replace players a bit more leniency).
The disadvantage is that some teams might find a way to abuse the system slightly to increase their cap space a bit each season with the rounding.
3) Don't round at all.
This is pretty much the third idea, but where the numbers are never rounded. This might lead to some odd looking salaries, but other than that, will prevent the underlying issue.
4) Automatically catch-up all players' XP. Don't allow teams to sign younger players at all. ^*
As stated, this isn't a stand-alone solution, but it does address the plateau issue and the potential exploit of hiring a bunch of players that are just short of the cap in order to get a discount.
Disadvantages include people being pissed that they missed games because they were "caught-up", current Superstars not being able to play in the first season teams until plateau, and existing teams having to cut younger players.
Advantages include huge exploit reducing power, keeping teams together without plateau salary issues, and league parity of salaries and XP.
^* - It would be wise to hold off on implementation of this option for a few seasons to let the S2 S*s play through to plateau and to let the other teams have time to plan for the restriction. People will still bitch and say that they should have been given more notice, I call this the Jampy clause, so obviously Support and Admin will need to make a strong presence in the days before and following any such implementation.
A couple of solutions (details of each to follow):
1) Keep the salary cap the same for every level, do not increase salary every season, make "younger" players cost a % less than normal salary, if a player can reach the next level during the season make the salary based on the % towards the next age.
2) Don't round up.
3) Don't round at all.
4) Automatically catch-up all players' XP. Don't allow teams to sign younger players at all. ^* (caveat/not a standalone solution)
---
1) Keep the salary cap the same for every level.
This idea means that salary will not round up or ever increase. Since cash isn't used for anything it doesn't matter if you multiply it by 1, 10, or 10,000. The important thing is that if a team could play together in S1 then the same team with the same contracts ought to be able to play together in S2-9.
The team plays in rookie, it is still restricted to rookie players starting at 0 XP, same as always. Salary exactly as exists.
The same team plays in sophomore the next season. It is restricted to 0XP sophomore players and rookie player. Sophomore players would earn exactly what they earned the previous season, so no change in cap hit.
The same team could then stay together with the same cap and salary every season.
Assuming that somewhere along the way, the team decides that it wants to recruit some younger 0XP players. The player would be signed at a discount based on the amount of XP less than the maximum XP cap for the league. The important thing is that until that team reaches plateau, that player would always be at the same discount and would be able to play for that team at the same salary every season until he catches up at plateau. I believe that a single season should be the cap... you should not be able to play rookie players in a Seasoned league. So perhaps these 0XP players would make 20% less than their older teammates (or whatever number Bort is currently using).
Assuming that somewhere along the way, the team decides that it wants to recruit some younger players that are not at 0XP. These players would not be paid as though they were an entire season younger, just the portion of the time. So if the discount for a 0XP player was 20% (assuming), a player that was 4 stars into the younger season would be paid only 4% less. A player that was at 1 star would be paid 16% less.
The advantages to this system is that you never run into the season-to-season rounding errors that cause an otherwise compliant team to go over the cap.
It would be very difficult to game this system. Perhaps you might sign a bunch of players that are one game away from being at the age cap for the league in order to save the 4% (or whatever it would be). The whole team would be one game behind the whole season, which is really only a problem for the games following a star level up. People that are willing to do this would need to replace the entire team with unexperienced players in the second season (most likely) in order to do this, which would mean a huge chem hit for the season. You could also trickle the players in, but you would need to store them somewhere. When this team hits plateau, they would lose the discount and have to make significant cuts to keep everyone.
There is the whole "but I want my player to seem to be making more money" idea that I reject, but that some people might actually care about.
2) Don't round up.
This is a pretty simple idea. The only reason that a compliant team would go over right now is that they multiply all of the salaries and then round them off. If you didn't round them up, you wouldn't go over.
The advantage of this is that it is simple, compliant teams would never go over, and that it might make a bit more cap space as a % of the salary as the team progresses (which will allow teams who need to replace players a bit more leniency).
The disadvantage is that some teams might find a way to abuse the system slightly to increase their cap space a bit each season with the rounding.
3) Don't round at all.
This is pretty much the third idea, but where the numbers are never rounded. This might lead to some odd looking salaries, but other than that, will prevent the underlying issue.
4) Automatically catch-up all players' XP. Don't allow teams to sign younger players at all. ^*
As stated, this isn't a stand-alone solution, but it does address the plateau issue and the potential exploit of hiring a bunch of players that are just short of the cap in order to get a discount.
Disadvantages include people being pissed that they missed games because they were "caught-up", current Superstars not being able to play in the first season teams until plateau, and existing teams having to cut younger players.
Advantages include huge exploit reducing power, keeping teams together without plateau salary issues, and league parity of salaries and XP.
^* - It would be wise to hold off on implementation of this option for a few seasons to let the S2 S*s play through to plateau and to let the other teams have time to plan for the restriction. People will still bitch and say that they should have been given more notice, I call this the Jampy clause, so obviously Support and Admin will need to make a strong presence in the days before and following any such implementation.






























