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Forum > Suggestions > No but like for real, Cap Team Superstars
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HIGHerGROWTH
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Saying that with getting rid of low salary option.
How many current teams are there that have players on Low Contracts? Not how many teams have any certain amount of S*.
 
4chanCitizen
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Originally posted by Cybertron
That is how is works now. Bort changed it to work this way in the last off season.


Bort is God's gift to humanity.
 
ellix
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Originally posted by HIGHerGROWTH
Saying that with getting rid of low salary option.
How many current teams are there that have players on Low Contracts? Not how many teams have any certain amount of S*.


Any team I'm involved in uses them extensively.
 
TyDavis315
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A cap of ten isn’t unreasonable; it would allow for 5 stars on each side.

Still think 10 is high, and low contracts are useful for carrying special teams players (if you’re excuse for no 2 kickers is it would kill ST, then axe the low contract idea as well).

Contracts aren’t the issue, it’s the fact that we can do anything (up to a limit) with our rosters as long as the cap situation is right. We have 9 supes and some prodigies and still have enough depth (with only 3 low contracts on rotation/ST players) to run multiple formations on both sides of the ball. Focusing your team to specialize in a certain formation only makes it easier to build your team since you know where to cut costs (and still perform at an elite level) to afford those stars.

Purpose of a cap wouldn’t be to cripple teams. It’s been stated over & over that people “can compete without them”. Ten would just make us think a bit harder about where we want them and what kind of systems we would run. My argument for the cap has always been depth; conditioning is pretty great, so you can just load up on stars and run basic offense/defense if you want (& dominate). More depth would allow for much more variety, making teams tougher to play.

In the long run it’s better for new users to lose to better balanced teams, than to teams built specifically to exploit weaknesses we already knew were in the game. They don’t have the same capacity to star load, and it would defeat the purpose of the game for them to focus their attention on reaching “that level” imo.
Edited by TyDavis315 on Jun 1, 2023 10:04:09
 
BoDiddley
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Originally posted by HIGHerGROWTH
Saying that with getting rid of low salary option.
How many current teams are there that have players on Low Contracts? Not how many teams have any certain amount of S*.


Most teams would be impacted, and after a big reset, probably not a good idea to ask everyone to rework everything again.

The solution for S* players was proposed long ago, just buff high contracts. They give heart....but a hth/rw silver like bonus would make they useful for teams with not many S* dots, and entice other teams to use less so they can have a few high contracts on key players.

With the addition of Prodigy, this isn't really a big issue though
 
HayRow
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Originally posted by BoDiddley
Most teams would be impacted, and after a big reset, probably not a good idea to ask everyone to rework everything again.

The solution for S* players was proposed long ago, just buff high contracts. They give heart....but a hth/rw silver like bonus would make they useful for teams with not many S* dots, and entice other teams to use less so they can have a few high contracts on key players.

With the addition of Prodigy, this isn't really a big issue though


Yeah buffing high value contracts and maybe make conditioning more of an issue even at 100 could help. I run a 4 S*DLine with no depth, that realistically shouldn't happen. I should probably have to have one DE and one DT backup or my guys should be gassed and performing poorly. Right now my S*DL are low 60s condi, 35 heart/tough and finishing close games vs top teams at 60/60 cond/morale.

Nfl best DLineman play in the low 80% on average, which is still a lot but thats the best dudes so similar to S*. One DE played over 90%.

Only the secondary and a handful of LBs play all snaps in games.
 
ellix
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Originally posted by HayRow
Yeah buffing high value contracts and maybe make conditioning more of an issue even at 100 could help. I run a 4 S*DLine with no depth, that realistically shouldn't happen. I should probably have to have one DE and one DT backup or my guys should be gassed and performing poorly. Right now my S*DL are low 60s condi, 35 heart/tough and finishing close games vs top teams at 60/60 cond/morale.

Nfl best DLineman play in the low 80% on average, which is still a lot but thats the best dudes so similar to S*. One DE played over 90%.

Only the secondary and a handful of LBs play all snaps in games.


To my mind, the sell point of a S* is expressly that they can play all game. I think most people expect that / want that.

However, you could make the same exact argument about normie Oline/Dline and you'd still be 100% correct.

I went very superstar light on Dline (and no stars on Oline) for most of my teams this season and on none of my teams am I utilizing back ups.

However, to get back on topic - To Ty's point the only reason I would decline a hard cap limit is because it's actually punishing to some teams needlessly.

Most people for instance, don't think S* Oline are all that special, same goes for Kicker or Punter for instance.

But if I wanted I could super all of those players for very cheap and that's that.

However, in a hard cap system - I've now consumed 70% of my total star allotment while only using like 20% of my total teams salary.

In essence, that player is extra punished for utilizing the positions that the community by and large considers to be less powerful.
 
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