Bort Edit: There's currently lots of discussion of a sort of combination method in this thread. The below is our proposed update for a more simplified version of the financial system, but there's a lot of want for the previous version as well (with some changes). I invite anyone reading through to check out the rest of the thread!
We're looking at a revision to the original idea:
Originally posted by Bort
Ok, so the final version would look something like:
- Team possessions/promotions add to morale "reserve" for players
- Each position/level has an expected salary and reserve gets added/subtracted based on how much under/over they are
- Salary cap and everything else from original idea
- Nix the permanent items and deterioration aspects
And
- I make my super basic league with no finances for people who just wanna play ball.
Originally posted by Bort
TBH I like the original plan + the morale bank idea the best. Luxury tax is good IMO, as it's a two fold thing: gives an incentive to maybe let some of the uber players go, and distributes some of the wealth to the teams who couldn't get those players.
I see the point of not having deterioration or permanent items, but keeping seasonal items. Seasonal items are sorta the two ideas combined without having to worry about deterioration and such.
Some sort of no-finances no-hassle league of some sort is a no-brainer I think. Too many casual people who just want to play.
There will be no signing restrictions meaning you can go over the salary cap (including signing new players if you are already over the cap), but if you go over the salary cap you'll pay a luxury tax (revenue sharing) to other teams in the league that do not go over the cap.
Morale reserve would work as follows:
Basically would be the initial system but instead of a morale penalty based on player salary, it would be an addition to pre-game starting morale. It wouldn't be a bonus but would basically keep player at 100 morale until that overage depletes.
So for example, Team Possessions add 20 points to their pre-game starting morale, they would start at 120 morale. It would act as if the player was at 100 until their morale was depleted below that level.
In addition, we'll be simplifying some of the other aspects of the financial system like removing permanent items and deterioration.
We're looking at a revision to the original idea:
Originally posted by Bort
Ok, so the final version would look something like:
- Team possessions/promotions add to morale "reserve" for players
- Each position/level has an expected salary and reserve gets added/subtracted based on how much under/over they are
- Salary cap and everything else from original idea
- Nix the permanent items and deterioration aspects
And
- I make my super basic league with no finances for people who just wanna play ball.
Originally posted by Bort
TBH I like the original plan + the morale bank idea the best. Luxury tax is good IMO, as it's a two fold thing: gives an incentive to maybe let some of the uber players go, and distributes some of the wealth to the teams who couldn't get those players.
I see the point of not having deterioration or permanent items, but keeping seasonal items. Seasonal items are sorta the two ideas combined without having to worry about deterioration and such.
Some sort of no-finances no-hassle league of some sort is a no-brainer I think. Too many casual people who just want to play.
There will be no signing restrictions meaning you can go over the salary cap (including signing new players if you are already over the cap), but if you go over the salary cap you'll pay a luxury tax (revenue sharing) to other teams in the league that do not go over the cap.
Morale reserve would work as follows:
Basically would be the initial system but instead of a morale penalty based on player salary, it would be an addition to pre-game starting morale. It wouldn't be a bonus but would basically keep player at 100 morale until that overage depletes.
So for example, Team Possessions add 20 points to their pre-game starting morale, they would start at 120 morale. It would act as if the player was at 100 until their morale was depleted below that level.
In addition, we'll be simplifying some of the other aspects of the financial system like removing permanent items and deterioration.
Edited by Catch22 on Apr 18, 2010 00:21:27
Edited by Catch22 on Apr 17, 2010 13:44:47
Edited by Catch22 on Apr 17, 2010 13:41:42
Edited by Bort on Apr 17, 2010 01:50:46
Edited by Catch22 on Apr 17, 2010 01:36:48