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Old 11-22-2006, 07:33 PM   #1
GMO
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Salary Cap in FOF2007

There is an option in FOF2007 where the salary cap range can be changed (default is 28-80).
If I lower this salary cap range for future years, then the salary cap will be increased less (e.g. 2 - 5).
But I'm wondering if this lowers players' salary increases or salary demands for future contracts?

With lower salary cap increases then less money would be available to pay players, compared to if higher salary cap increases were allowed. So it makes sense that players in the game would ask for more money if the salary cap increases a lot but would ask for lower salary and bonuses if the salary cap increase is minimal. But I'm not sure if that is what happens in FOF2007.





Thank You.

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Old 11-22-2006, 07:46 PM   #2
MizzouRah
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There is a forum dedicated to FOF 2k7 ONLY. Try asking this in that forum.

(edit: the thread has since been moved to the FOF 2007 forum, FYI)

Last edited by QuikSand : 11-23-2006 at 09:49 AM.
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Old 11-23-2006, 06:42 AM   #3
QuikSand
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I believe that contracts are generated as a multiple of the minimum salary -- so internally, a star player calculates that he demands 3X the veteran minimum, and only then does it get translated to a dollar figure, based on what the minsal and cap is at that point.

I have never seen a change in inflation cause problems in FOF 2004, and don't expect it to in the new game.
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Old 11-23-2006, 08:17 AM   #4
Axxon
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Quote:
Originally Posted by MizzouRah View Post
There is a forum dedicated to FOF 2k7 ONLY. Try asking this in that forum.

Hmm, that's the forum I'm reading it in.

We're going to slam folks for on topic posts now?
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Old 11-23-2006, 08:36 AM   #5
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Originally Posted by Axxon View Post
Hmm, that's the forum I'm reading it in.

We're going to slam folks for on topic posts now?

At a guess, it's been moved since then.

A quick run of the game using the 1970 file shows that the salary demands are tied to minimum wage in the same way as in 2004. This makes the cap interesting at times when the TV deal changes (either you find out you have lots of money on your hand if the base rate increases or you find yourself feeling the pinch if it drops).
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Old 11-23-2006, 09:14 AM   #6
Axxon
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Originally Posted by Narcizo View Post
At a guess, it's been moved since then.

A quick run of the game using the 1970 file shows that the salary demands are tied to minimum wage in the same way as in 2004. This makes the cap interesting at times when the TV deal changes (either you find out you have lots of money on your hand if the base rate increases or you find yourself feeling the pinch if it drops).

Yep. Makes sense. I've never noticed a board with stealth moves before. I don't like it.
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Old 11-23-2006, 09:41 AM   #7
MizzouRah
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Hmm, that's the forum I'm reading it in.

We're going to slam folks for on topic posts now?

Nobody is slamming anyone.

I saw this post in the off topic thread and figured the user had no idea there was a new forum dedicated to FOF only.

It was moved and my post still remained.
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Old 11-23-2006, 09:45 AM   #8
waltwal
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what exactly does 28-80 mean? i haven't touched the salary cap range but now i wonder what that range refers to.
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Old 11-23-2006, 09:49 AM   #9
QuikSand
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Originally Posted by waltwal View Post
what exactly does 28-80 mean? i haven't touched the salary cap range but now i wonder what that range refers to.

I believe it means the cap will rise randomly between 2.8 million and 8.0 million each year... essentially it defines a range of potential increases, in $100,000 blocks. The cap increase gets set only every few years, when a new contract is signed -- then the prospective increase is announced for each of the years of the forthcoming contract.
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Old 11-30-2006, 07:31 AM   #10
GMO
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I have a player under a current contract. He's being paid $1 million this year, $2 million next year and $3 million the year after.
If I set the salary cap to rise very slowly e.g. 2-5, then the salary for this player (and all other players) will be a higher percentage of the salary cap than if I left the salary cap increase to the default 28-80.
This could cause problems to all teams trying to stay under the salary cap.

For example, taking the players I have under contract. Let's say the total salary for all players is $60 million this year, $66 million next year and $73 million the year after. If the current salary cap is $65 million and there's a 10% increase in the salary cap every year, then I stay under the salary cap, but if I set the salary cap to rise by only 1%, then by the 3rd year I'm over the salary cap.
This is for current contracts. Presumably when I set the salary cap to increase by a low amount, then players will demand less of an increase in the future.

Am I understanding this correctly?
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Old 11-30-2006, 07:37 AM   #11
QuikSand
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Quote:
Originally Posted by GMO View Post
Am I understanding this correctly?

I suspect you are.

I do think that there is probably a subtle issue at work here -- even though player demands are set as a function of the minimum salary/salary cap (the two move in tandem), I also suspect that the arc of a typical requested contract and that of contracts offered by AI teams probably doesn't reflect the anticipated growth in the cap.

So, while the overall magnitude of a given contract is scaled to fit the current cap, its future year growth probably is not. I suspect there are some effects of this if you adjust your cap inflation number to something far outside the usual range (either zero inflation or hyperinflation) but I think the effects would be fairly subtle unless you are deliberately trying to crack the AI capability (like by setting inflation to 100m per year, if that's even possible).
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