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Catch22
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Originally posted by Bort
TL;DR version:

Additions/changes to the current system:

- "Soft" salary cap with luxury tax similar to Major League Baseball. This is basically a tax for having lots of high paid players like the Yankees
- Addition to player morale of a game-time morale "reserve" where player can have over 100% morale
- Better salary adds bonus to player's morale reserve, though there is no penalty for low salary
- Seasonal items available for teams to buy that boost player morale reserve (items listed below)
- Players get first set of equipment for free, additional EQ and AEQ is paid for only with bonus tokens

Stuff that's the same:

- tickets and concessions
- stadium construction



What is changing about the financial system?

We're doing the following:

1) Adding a salary cap
2) Adding items for team money to be spent on (Team Promotions and Bonuses)
3) Eliminating Player For Cash Trades and the EQ fund
4) Having Player Salary and Team Promotions and Bonuses determine a Morale Reserve
5) Adding a Luxury Tax and Revenue Sharing
6) Removal of Signing Bonuses from Contracts

IMPORTANT NOTE - in order to implement these changes and have teams start out on a level playing field, teams will all be reset to a standard team cash amount depending on what league you are in. This is a ONE time only reset and will not happen in future seasons. If your current team cash is in excess of this amount the amount that it is over will be put into a Overage Account. The Overage Account can be used as follows:

Can use 100% of value for stadium construction
Can use 50% of value for team promotions (items purchased will cost twice what they normally do)
Can use 20% of value for seasonal team possessions (items purchased will cost five times what they normally do)

Team Cash Reset Amounts

WL/Pro - $30,000,000
AAA - $25,000,000
AA/Uncapped - $20,000,000
Level 46 - $16,000,000
Level 42 - $14,000,000
Level 38 - $12,000,000
Level 34 - $10,000,000
Level 30 - $8,000,000
Level 26 - $6,000,000
Level 22 - $4,000,000
Level 18 - $2,000,000
Level 14 - $1,500,000
Level 4 - $1,500,000

Salary Cap and Luxury Tax

A league's salary cap will be determined based on the average incoming team revenue for that league. Things that count towards incoming team revenue include but is not limited to: Ticket Sales, Concessions and Media Revenue. The amount of the salary cap will be 60% of the average incoming team revenue for that league. Player salaries apply towards the salary cap. You can sign new players or renegotiate the contracts of players that are currently on the team if you are over the cap. If a team goes over the cap, the total amount they are over the cap will not only have to be paid to the player's contracts but will also have to be paid as a fine (aka Luxury Tax) that will be redistributed to all teams in the league that did not go over the cap.

--For example, a team is 10 million over the salary cap. 30 teams do not go over the salary cap. The team that is 10 million over the salary cap will have that money removed from their team cash and it will be redistributed equally among the 30 teams that did not go over the cap

You can renegotiate the contracts of players that are currently on the team as often as you wish. If in renegotiating upwards you go over the Salary Cap, the amount you are over the Cap will go towards the Luxury Tax. You can only renegotiate upwards, not downwards. If you want to renegotiate a contract downwards, you can only do so in the off season. League Minimum Salary will equal .5% of the league Salary Cap. League Maximum Salary will equal 5% of the league Salary Cap.

Salary Cap and Minimum/Maximum Salary Amounts - The following salary cap figures are based on having a maximum ticket price of 1.5 times the normal levels, instead of the current 2.5 times. We assumed the average ticket price would be 1.4 times and average concessions sales for 8 games for a likely sized stadium for that level. Media revenue was also accounted for but like ticket prices it will be reduced by 40%. 100 level stadium sections that cost 1 million will be reduced to 600K and 100 level stadium sections that cost 1.5 million will be reduced to 1 million:

Level 4

Salary Cap = $3,500,000
Minimum Salary = $17,500
Maximum Salary = $175,000

Level 14

Salary Cap = $3,500,000
Minimum Salary = $17,500
Maximum Salary = $175,000

Level 18

Salary Cap = $4,200,000
Minimum Salary = $21,000
Maximum Salary = $210,000

Level 22

Salary Cap = $5,700,000
Minimum Salary = $28,500
Maximum Salary = $285,000

Level 26

Salary Cap = $7,500,000
Minimum Salary = $37,500
Maximum Salary = $375,000

Level 30

Salary Cap = $9,700,000
Minimum Salary = $48,500
Maximum Salary = $485,000

Level 34

Salary Cap = $11,700,000
Minimum Salary = $58,500
Maximum Salary = $585,000

Level 38

Salary Cap = $12,200,000
Minimum Salary = $61,100
Maximum Salary = $611,000

Level 42

Salary Cap = $12,600,000
Minimum Salary = $63,000
Maximum Salary = $630,000

Level 46

Salary Cap = $13,000,000
Minimum Salary = $65,000
Maximum Salary = $650,000

Uncapped/A

Salary Cap = $19,000,000
Minimum Salary = $95,000
Maximum Salary = $950,000

AA

Salary Cap = $20,000,000
Minimum Salary = $100,000
Maximum Salary = $1,000,000

AAA

Salary Cap = $24,000,000
Minimum Salary = $120,000
Maximum Salary = $1,200,000

Pro/WL

Salary Cap = $27,000,000
Minimum Salary = $135,000
Maximum Salary = $1,350,000

Morale Reserve

A player's salary and their team's possessions will impact their morale reserve. Morale reserve is a type of increase to a player's pre-game starting morale. It is not a bonus or a penalty... it acts as a reserve. For example, if a player's morale reserve increases their pre-game starting morale to 115, then the player will essentially act as if they are at 100 morale until 15 points of morale have been depleted from their player. Once they get to 100 from their morale reserve starting point they will start depleting morale and suffering the morale penalties as normal.

NOTE - as a result of these changes, the Mentor and Motivational Speaker VA's will be going away at the end of this season.

Running Out Of Money

If a team runs out of money and goes negative any time during the season, players or coaches will be not get paid and their Morale Reserve Bonus will default to 0. No Morale Reserve bonuses will be added in. If your team is out of money for more then 10 days, it will be taken away from you and turned over to the league.

Scaling Cost of Team Purchases

For all purchases there is a scaling cost associated based upon what league you are in. These are as follows:

WL/Pro - 100% of cost
AAA/AA/Uncapped - 85% of cost
A - 70% of cost
Lv 42-Lv 46 - 60% of cost
Lv 34-Lv 38 - 50% of cost
Lv 26-Lv 30 - 40% of cost
Lv 18-Lv 22 - 30% of cost
Lv 14 - 20% of cost
Lv 4 - 10% of cost

Team Promotions And Bonuses

A player can obtain as many points as possible from team promotions and bonuses to boost their morale reserve. Morale reserve is capped at 128.

Team Promotions are only available for home games. You can schedule unlimited non-premium promotions and are limited to two premium promotions per season. You can only schedule one promotion per home game. You are not required to schedule a promotion at all.

Non-premium Promotions

These can be used in any home game including the playoffs. These will be a buy one, get one free promotion and will result in a small increase in sales for that concession item.

--Free Soft Drink Day - $250,000. +1 to all players Morale Reserve Bonus. +1 to low income fan support.
--Free Hot Dog Day - $500,000. +2 to all players Morale Reserve Bonus. +2 to low income fan support.
--Free Beer Day - $750,000. +3 to all players Morale Reserve Bonus. +3 to low income fan support.
--Free Nachos Day - $1,000,000. +5 to all players Morale Reserve Bonus. +5 to low income fan support.

Premium Promotions

These can be used in any home game during the regular season. Can not be used during the playoffs.

--Bobblehead Day - $2,500,000. +5 to all players Morale Reserve Bonus and a small bonus (+1% to all attributes) to a selected player's abilities for the entire game. +1 to low, medium, and high income fan support.
--Mini Football Day - $5,000,000. +6 to all players Morale Reserve Bonus and a small bonus (+.5% to all attributes) to the home team's abilities for the entire game. +2 to low, medium, and high income fan support.
--Mini Helmet Day - $7,500,000. +7 to all players Morale Reserve Bonus and a small bonus (+1% to all attributes) to the home team's abilities for the entire game. +3 to low, medium, and high income fan support.
--Player Appreciation Day - $10,000,000. +8 to all players Morale Reserve Bonus and a small bonus (+5% to all attributes) to a selected player's abilities for the entire game. +4 to low, medium, and high income fan support.

Team Home Game Bonuses

These bonuses are only added to a team's home games. You can only have one item per season and it must be purchased prior to the end of pre-season. These will apply to all home games including the playoffs.

--Public Address Announcer - $2,500,000, +2 to all players Morale Reserve Bonus. +1 to low, medium, and high income fan support.
--Team Mascot - $5,000,000, +4 to all players Morale Reserve Bonus. +2 to low, medium, and high income fan support.
--Cheerleaders - $7,500,000, +6 to all players Morale Reserve Bonus. +3 to low, medium, and high income fan support.
--Dance Team - $10,000,000, +8 to all players Morale Reserve Bonus. +4 to low, medium, and high income fan support.
--Half Time Entertainment Show, $12,500,000 - +10 to all players Morale Reserve Bonus. +5 to low, medium, and high income fan support.

Team Away Game Lodging and Transportation Bonuses

These bonuses are only added to a team's road games. You can only have a maximum of one transportation item and one lodging item per season and they must be purchased before the end of pre-season. These bonuses will apply to all road games including the playoffs.

--Budget Transportation, $2,400,000, +1 to all players Morale Reserve Bonus.
--Regular Transportation, $7,200,000, +3 to all players Morale Reserve Bonus.
--Private Transportation, $12,000,000, +5 to all players Morale Reserve Bonus.
--Luxury Transportation, $16,800,000, +7 to all players Morale Reserve Bonus.
--Budget Lodging, $4,800,000, +2 to all players Morale Reserve Bonus.
--Regular Lodging, $9,600,000, +4 to all players Morale Reserve Bonus.
--Upscale Lodging, $14,400,000, +6 to all players Morale Reserve Bonus.
--Luxury Lodging, $19,200,000, +8 to all players Morale Reserve Bonus.

Player Salary Impact

Player salary will have an expected range (like ticket prices for example) that is based upon a players Effective Level, Skill Point Value, and position. Their Morale Reserve will be based upon whether they are above, within, or below this expected range as follows:

Min Salary = Morale Reserve Bonus 0%
Bottom Range of Expected Range = Morale Reserve Bonus +2.5%
Desired Salary = Morale Reserve Bonus +3%
Top Range of Expected Range = Morale Reserve Bonus +5%
Max Salary = Morale Reserve Bonus +10%

With the morale reserve bonus scaling between those points.

For example, a center with an effective level of 70 and SP value of 1100 might have a salary range of $400,000 to $700,000. If their salary is $400,000 they would be at the bottom range of expected range and would get a Morale Reserve Bonus of +2.5%.

Because teams can negotiate contracts upwards in season and there is the possibility of player movement via trades and free agent signings, a player's salary will be based upon their average salary for the past 20 days. If a player moves to a new team either through trade or by signing as a free agent, their average salary will reset to whatever their salary is when they join their new team.

NOTE - the signing bonus requirement will be removed.

Player Equipment

NOTE - you will only be able to get a bonus token refund for a 2nd piece of EQ on a body part if you purchased it after the new system is added. In addition, there is a limit of four additional pieces (so a total of two per body part) of EQ per player. If you have more than two on a body part of regular EQ, the lowest valued pieces will be removed when the new system is added. As far as AEQ goes, you can either sell it and have the BT's converted when the system rolls over (the maximum you can save by doing this is 85 as the maximum allowed in BT's is 255 and the conversion rate is 3:1). Alternatively, you can keep the AEQ and sell if after the system has changed and get the increased conversion up to a maximum of 255 (so if you have a piece of AEQ that had 64 BT's invested in it in the old system, when you sell it in the new system you will get 192).

Every player will now be given one set of EQ. You will be able to upgrade this EQ for free every 8 levels. You will not be able to sell this equipment.

Every player can purchase a second piece of EQ for a body part at a bonus token cost. Upgrading this EQ every 8 levels is free. The cost is as follows:

First additional piece: 15 bonus tokens
Second additional piece: 30 bonus tokens
Third additional piece: 45 bonus tokens
Fourth additional piece: 60 bonus tokens

There is a limit of four additional pieces (one per body part) that a player can have. You can sell these additional pieces back to get a 50% bonus token refund.

AEQ will cost bonus tokens, ranging from 1 bonus token (most basic item) to 20 bonus tokens (most advanced item). AEQ will cost 24 bonus tokens to upgrade every 8 levels. To shop in the AEQ store, you will need to use a shopping token. There are some additional AEQ options available through the training system.

NOTE FOR PEE WEE TEAMS - the salary cap and financial system will apply to Pee Wee teams. They will use the same numbers as Level 4 leagues. Pee Wee teams will not be able to schedule any promotions.
Edited by Catch22 on Jul 21, 2010 05:21:19
Edited by Catch22 on Jul 21, 2010 05:20:28
Edited by Catch22 on Jul 7, 2010 13:36:47
Edited by Catch22 on Jun 2, 2010 17:44:05
Edited by Catch22 on Jun 2, 2010 11:50:44
 
Jethroz
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Summary Thread
Admin responses will be summarized here
The discussion thread is located here: http://goallineblitz.com/game/forum_thread.pl?thread_id=3952693

--------------------------------
Originally posted by Catch22
Originally posted by sjmay
Hey Catch,

It's late here so bear with me,

Current players now, how will there EQ be affected?

You say the player s can currently upgrade every 8 levels for free,

But it's not "free" they have to use Bonus tokens correct? for AEQ I guess, right?


AEQ they have to pay to upgrade. Regular EQ they do not.


Originally posted by Catch22
Originally posted by sjmay

Ok, and it just eliminates the EQ fund all together,

So if you are a LVL 63, but still need LVL 48 and LVL 56 upgrades, once this system is in place, you will be able to get those automatically, for free, correct?


Yep.


Originally posted by Bort
Originally posted by sjmay

Also there is on permanent bonuses correct, all those bonuses are home/road based for the one game, right?


Some last all season, some are one game. There'll be a calendar thingy for the one-game options. All the permanent items and deterioration stuff, etc have been removed, though.

And yes, the other stuff we originally came up with would end up in hardcore leagues.


Originally posted by Catch22
Answers in bold if I have them - if I don't I'll get them from Bort later when he is around.

Originally posted by reddogrw


questions that need to be answered (IMO):

1 - The player contract issue mentioned previously - is the range and bonus determined based on when he signs the contract, or when the player value changes can he drop back into a lower contract range?

Not sure of the exact mechanics. I will ask Bort and get clarification.

2 - Can we get numbers posted on each league homepage or team homepage as to what the cap would have been for this year so we have a clue as to what to plan for?

I'll have to ask Bort if he can do this.

3 - We obviously need the cap information and all the rest of this on when teams move to their new leagues and before we can sign new players - will that be the case?

Again, I'll have to ask Bort if he can do this.

4 - If a player has 2 sets of equipment today, can he sell one after rollover to this new system and get a bonus token refund?

No, it will only be available to items originally purchased with bonus tokens.

5 - Since Bonus token costs for SP and AE upgrades cost 3 times what they do currently, will the current tokens be tripled as well? For example, I have already saved the 16 bonus tokens up for my next AE upgrade which will happen after I boost next pre-season - if they get doubled to 32, but the cost to level both pieces up goes to 48, I will get screwed over. I see that this change has already taken place - thanks!

6 - Can we have access to a "stadium builder" like some of the current player builders to try this out and look for issues BEFORE it gets implemented?

I doubt that happens unless a script writer wants to do it. We're not adding anything to the stadiums - not sure what you're looking for here.

I will likely have more, but these most definitely need to be answered to help avoid a LOT of confusion.




Originally posted by Catch22
Originally posted by newtrier23

Hey catch when you said "You can renegotiate the contracts of players that are currently on the team a maximum of three times per season." Did you mean only 3 players or the whole team 3 times?

thanks.


3 times per player. That's actually part of the old system though - I forgot to remove when revising. Will do so now.


Originally posted by Catch22
Originally posted by Theodor

I have no problem with this (that's why I'm here asking you questions). But can you make clear when will these EQ be removed? Off-season or right now? I was planing on my next game and I just brought some EQs. I don't want those EQs disappear before the game...



Off season.


Originally posted by Catch22
Originally posted by Tigerbait0307

So are players now going to start with 100morale for every game?


Yes. Morale Reserve will just be added. Everyone starts with 100 though (unless it's gone down through losing games like it currently does).


Originally posted by Catch22
Originally posted by newtrier23

Another Question. it says that the teams that are over the "cash limit" are going to have the money reset to a default value or something along those lines. Does the stadium also reset to a default value for the cap your in? Or does the stadium stay the way it is now.


Stadium will not be touched as far as I know (I'll ask Bort to make sure though).


Originally posted by Catch22
Originally posted by THE_Mongoose

Question on the new "edited in" portion of the announcement re: EQ/Time Stamp.

If I have a player that has no EQ yet ... AE or Regular, and furthermore, let's say he's anywhere from level 8 to16 ... how does that work if he buys (or doesn't buy) EQ.


If it's first set, that's fine, that won't be touched - it's only for additional sets.


Originally posted by Catch22
Originally posted by WiSeIVIaN

Is it correct that the 4 "free" pieces of equipment are 4 regular pieces, and that all AE will be upgraded for free as well (aside from 24 BT's per level)?

Basically I'm just asking whether I need to pay like 30 BT's on top of the AE cost and AE upgrade cost just because its my 5th piece.

Also, will all regular pre-existing equipment be wiped with this change so that people can't have multiple sets grandfathered in?

Thx Hazy.


AE will only require bonus tokens to upgrade and a nominal bonus token cost to purchase if it is from the AEQ store.

AEQ is not limited. You can have ten pieces of AEQ on a body part if you want.

Yes, any regular EQ over a 2nd set will be wiped based on whatever pieces have the lowest +attribute value (the lowest values will be wiped).


Originally posted by Catch22
Originally posted by kuaggie

for the extra EQ we buy w/ BT (that's not AEQ)- is that upgradeable for free or do we have to pay BT? If we sell that EQ do we get a full refund of bonus tokens?

Say I have 1 piece of that kind of EQ. I sell it. If I buy another piece does it cost 15 BT or 30 BT?


It's upgradeable for free, you just have to pay BT's to get the piece.

How much an item costs in BT's depends on how many 2nd items you have. If you sell it and get 15 BT's back and you don't have any other items with 2nd pieces, it'd just cost 15 BT's to get a new piece.


Originally posted by Catch22
Re: Disastermaster's post (tried to quote it but it failed), answers in bold

#1 - League Minimum Salary will equal .5% of the league Salary Cap. League Maximum Salary will equal 5% of the league Salary Cap.

? I guess it must be 1% for min salary?

No, it's .5%. We changed it.

#2 - . If a team goes over the cap, the total amount they are over the cap will not only have to be paid to the player's contracts but will also have to be paid as a fine (aka Luxury Tax) that will be redistributed to all teams in the league that did not go over the cap.

will this be done immedetly at any point in the season or only counts at the end of the season?

Not positive, but I would guess end of season. Will ask for clarification.

#3 - Originally posted by

Player salary will have an expected range (like ticket prices for example) that is based upon a players Effective Level, Skill Point Value, and position. Their Morale Reserve will be based upon whether they are above, within, or below this expected range as follows:

Whats the difference between effective level and skill points value?

http://www.glbwiki.com/index.php?title=Effective_level
http://www.glbwiki.com/qa/search.php - type in Effective Level

Skill Point value is the total value of skill points applied to a player's build. It is used in determining a player's effective level so the two are related.



#4 - Another question. What happens when a player reaches a new effectiv level, could his contract than become less valaue and he lose his moral reserve?

Example:

I have a level 60 CB that has an effectiv level of 60 and SP value 778.48 at the moment
http://goallineblitz.com/game/player.pl?player_id=1167597

Under the new system I will sign him to my team with a contract above range and he gets a morale reserve + 10 due to his contract. Than I train his attributes that are all at 95-99% at the moment and spent the 15 unused SP he has and 2 days later he has added 1 point speed, agility, jumping, vision and stamina due to training, thats worth 23 more SP and together with the 15 SP to spend his players value increases 38 points to 816,48 and his effectiv level will jump to 66 or 67.

But this will only change when he levels up again, cause from what I have seen effectiv level and SP valaue only change when you level up.

Lets assume with his new effectiv level and SP value his above range contract will now become an below range contact. What will happen? Will he lose his morale reserve because he is now a better player than when signing the contract or will it stay and this will only update when he signs a new contract?

Similar question to what reddog asked, I'm going to have to ask Bort for how the mechanics of this will work.


Originally posted by Catch22
Originally posted by pimpin_snoopy

please please please allow us to respec (at least) one piece of equipment per season. As positions and strategies are buffed and nerfed, this is one of the only ways we have of adapting


You can if you buy a 2nd piece. You sell it and get your bonus tokens back and can buy new and re-spec.
Originally posted by Catch22

You could 1) sell back all your regular EQ before the end of the season and get the first set free and upgrade it for free (it's what I would do if I didn't like my current EQ), 2) keep a 2nd piece of EQ for a body part and upgrade it for free as long as it was purchased before the announcement date, 3) convert BT's up to a maximum of 255. If you want to sell a piece of AEQ to do that, you would need to do so before the roll out, 4) keep existing AEQ at it's existing level. Once new system rolls out, you would have to pay the increased cost (24 BT's) to upgrade it to the next level.

Hopefully I answered your question somewhere in there.


Originally posted by Catch22
Originally posted by pimpin_snoopy

so wait... doesn't that mean we CAN rapidly change our builds over night? Once you've bought 2nd pieces, you can re-spec all 4 2nd pieces every single day if you want


Yep, but you paid a time investment cost to acquire those 2nd pieces. It's not free.


Originally posted by Catch22
Originally posted by reddogrw

If I sell a piece of AE after we roll into this change, do I get back 64 bonus tokens or is that tripled to 192 as well as far as value when we roll over?

I need to have 85 or fewer bonus tokens to allow them to triple up fully as well, correct?

Let's say my team wins the title on day 39

On day 40, I sell all my equipment, giving me 128 bonus tokens and no regular AE

I upgrade my AE each 3 times, using up 48 bonus tokens and leaving me 80. At rollover they triple to 240 and then I can upgrade my AE the rest of the way for no cost money wise since I won't have any money

For the 2 equipment slots without AE I can just buy those pieces for free as well


You would only get 64 if you sold after the roll over to the change. To get 192, you'd have to sell it before the roll over. And yes, you need to have 85 or less to get full value.

Your example looked correct.


Originally posted by Catch22
Originally posted by reddogrw

How long can we use this [overage fund] before it disappears?


Until it's depleted.


Originally posted by Catch22
Originally posted by sjmay

Also Catch,

I might have missed this, is there still going to be league adjustment cash flow coming in?


Yes.







http://goallineblitz.com/game/forum_thread.pl?thread_id=3952693&page=42#35234473
Edited by Jethroz on Apr 18, 2010 22:30:45
Edited by Jethroz on Apr 18, 2010 22:01:46
Edited by Jethroz on Apr 18, 2010 21:51:49
Edited by Jethroz on Apr 18, 2010 07:56:21
Edited by Jethroz on Apr 18, 2010 06:25:29
 
Catch22
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Added the following note to prevent people from potentially exploiting EQ being free to upgrade:

NOTE - you will only be able to get a bonus token refund for a 2nd piece of EQ on a body part if you purchased it after the new system is added. In addition, there is a limit of four additional pieces (so a total of two per body part) of EQ per player. If you have more than two on a body part of regular EQ, the lowest valued pieces will be removed when the new system is added.

Edit - revised above note to make sure it was clear that there was a maximum of two pieces per body part allowed.
Edited by Catch22 on Apr 18, 2010 17:42:12
Edited by Catch22 on Apr 18, 2010 12:55:41
Edited by Catch22 on Apr 18, 2010 12:51:18
 
Catch22
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Added Team Cash Reset Amounts:

Team Cash Reset Amounts

WL/Pro - $30,000,000
AAA - $25,000,000
AA/Uncapped - $20,000,000
Level 46 - $16,000,000
Level 42 - $14,000,000
Level 38 - $12,000,000
Level 34 - $10,000,000
Level 30 - $8,000,000
Level 26 - $6,000,000
Level 22 - $4,000,000
Level 18 - $2,000,000
Level 14 - $1,500,000
Level 4 - $1,500,000
 
Catch22
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Some answers to some questions:

--A player's salary range determination will be determined on day 42. This data will be cached and their salary expectations and resulting morale reserve will be based on that for the rest of the season. The next season, it would readjust on day 42.

--Bort is working on the math for determining what the likely salary cap is by league level so teams can start planning for next season. As soon as it's available, we'll publish the information.

--Team Stadiums are not going to get reset.

--Luxury tax will be applied daily on rollover. For example, if total salary is 40 million per season, a team pays 1 million a day in salary. If they are over the cap by 4 million, they would pay $100,000 a day in luxury tax. Handling it daily allows fluidity and keeps people from stocking up cash just to be broke at the end of the season.

--We'll be removing the bonus requirement in contracts.
Edited by Catch22 on Apr 20, 2010 11:01:16
 
Catch22
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Added to the note regarding EQ to clarify a wrong statement I had made in one of the discussion threads - the bolded part is the part added.

NOTE - you will only be able to get a bonus token refund for a 2nd piece of EQ on a body part if you purchased it after the new system is added. In addition, there is a limit of four additional pieces (so a total of two per body part) of EQ per player. If you have more than two on a body part of regular EQ, the lowest valued pieces will be removed when the new system is added. As far as AEQ goes, you can either sell it and have the BT's converted when the system rolls over (the maximum you can save by doing this is 85 as the maximum allowed in BT's is 255 and the conversion rate is 3:1). Alternatively, you can keep the AEQ and sell if after the system has changed and get the increased conversion up to a maximum of 255 (so if you have a piece of AEQ that had 64 BT's invested in it in the old system, when you sell it in the new system you will get 192).
 
Catch22
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Revised answer to question above to the following:

--A player's salary range determination will be determined on day 42. This data will be cached and their salary expectations and resulting morale reserve will be based on that for the rest of the season. The next season, it would readjust on day 42.
 
Catch22
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Clarified precisely how morale reserve works since there was some confusion:


Player salary will have an expected range (like ticket prices for example) that is based upon a players Effective Level, Skill Point Value, and position. Their Morale Reserve will be based upon whether they are above, within, or below this expected range as follows:

Min Salary = Morale Reserve Bonus 0%
Bottom Range of Expected Range = Morale Reserve Bonus +2.5%
Top Range of Expected Range = Morale Reserve Bonus +5%
Max Salary = Morale Reserve Bonus +10%

With the morale reserve bonus scaling between those four points.

For example, a center with an effective level of 70 and SP value of 1100 might have a salary range of $400,000 to $700,000. If their salary is $400,000 they would be at the bottom range of expected range and would get a Morale Reserve Bonus of +2.5%.
 
Catch22
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Revised to include info/changes from the following announcement:

http://goallineblitz.com/game/announcement.pl?id=351
 
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Added the following blurb re: morale reserve bonus and average player salary:

Because teams can negotiate contracts upwards in season and there is the possibility of player movement via trades and free agent signings, a player's salary will be based upon their average salary for the past 20 days. If a player moves to a new team either through trade or by signing as a free agent, their average salary will reset to whatever their salary is when they join their new team.

Added the following re: construction prices for 100 level sections:

100 level stadium sections that cost 1 million will be reduced to 600K and 100 level stadium sections that cost 1.5 million will be reduced to 1 million

Clarified that selling back 2nd pieces of regular EQ will not get a full refund of bonus tokens, will get a 50% refund.
Edited by Catch22 on May 7, 2010 09:09:03
Edited by Catch22 on May 7, 2010 07:35:05
 
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Removed the following:

Existing contracts that do not meet the league minimum will be automatically set to the league minimum. Existing contracts that exceed the league maximum will be automatically set to the league maximum.

Reason for removal - Bort was able to figure out a method to where it was not needed using desired salary. Desired Salary = the current minimum contract amount and results in a +3% Morale Reserve Bonus.

Also clarified signing bonus statement - it will no longer be an option available with contracts.
Edited by Catch22 on May 14, 2010 11:50:58
 
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Some screen shots:

Finance/Promo Pages
http://goallineblitz.com/finance_shot1.jpg
http://goallineblitz.com/finance_shot2.jpg
http://goallineblitz.com/finance_shot3.jpg

Roster Page
http://goallineblitz.com/finance_shot4.jpg

Contract Offers
http://goallineblitz.com/finance_shot5.jpg
http://goallineblitz.com/finance_shot6.jpg
 
Catch22
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Added the following note:

NOTE FOR PEE WEE TEAMS - the salary cap and financial system will apply to Pee Wee teams. They will use the same numbers as Level 4 leagues. Pee Wee teams will not be able to schedule any promotions.
 
Catch22
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Added the following note regarding non-premium promotions to clear up confusion some people were having:

These will be a buy one, get one free promotion and will have no effect on concession sales.
 
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Clarified previous incorrect statement:

These can be used in any home game including the playoffs. These will be a buy one, get one free promotion and will result in a small increase in sales for that concession item.
 
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