PDA

View Full Version : My suggestions for fixing AI salary mistakes


Bode
12-08-2006, 01:11 PM
Solesmic,

I would like to request 2 options to the game if it's possible to do. The first option would be to prevent the AI from releasing players over a certain salary with more than 1 year on thier contract. I realize that this may put them over the salary cap, and personally I would be fine with that. I would rather have an AI team over the cap, than have the team gutted with all these crazy free agents being tossed around. The second option would be to make the AI realize when a player is declining and not offer them long worthless contracts.

It appears when they are over the salary cap they can still sign players to minimum salaries. So they could fill thier roster with minimums. What this does though is never ruin thier cap lost space which at the moment gets way out of hand too often.

Also, I dont know if they do this already, but players under 5 years experience with good ratings should almost always try to be signed for longer terms if they are starters. If they aren't doing this already they should do it.

Those are just my limited ideas on that issue. For me the salary cap is really breaking the single player version of the game. Which is a shame, because outside of this major issue the game is amazing and I could see playing 100 year schedules if the AI would just operate thier teams in a normal way. Keeping solid younger players, not releasing star players with big contracts, and maybe letting some aging players who want too much money to go to free agency. If they are 8 years into the league and thier ratings are declining the AI should never think lets give them a huge contract over 5 years unless maybe it's thier star QB. Those contracts shouldn't go longer than a couple years since usually these old players end up worse than guys you can get for around $1M a year with experience of 5 years. Those players can demand 5 year contracts, but getting one should be really tough.

Anyways just my thoughts. These things may prove to be insanely difficult to do, but if they are not so bad I would love these options so that the single player version will become challenging.

Havok
12-08-2006, 01:28 PM
hard to disagree with any of that.... The FOF games have all seriously kicked ass. But the Cap AI has ALWAYS been FOF's achilles heel. I know its gotta be hard programing the AI.... but i have faith that Jim will get it right with this version eventually.

Then he'll make a TCY2!!!!!!!!!!!!!!!!!!!!!!!!!

jbmagic
12-08-2006, 01:28 PM
i don't remember in fof 2k4 this issue occuring.

I wonder why its happening in FOF 2k7.

stevew
12-08-2006, 01:31 PM
puresim better at this.

Phototropic
12-08-2006, 01:38 PM
How widespread is this? I've only seen a few posts which makes me curious as this would be a huge deal if it always happened.

Deattribution
12-08-2006, 01:49 PM
How widespread is this? I've only seen a few posts which makes me curious as this would be a huge deal if it always happened.

It seems hit and miss, so I think it's more circumstantial than just the AI randomly deciding to release everyone because of the cap. I've went several years (15+) without seeing it be an issue, where other games I've seen it happen a few times within 5 or 6 years.

In my play, one of the more common times I see this is a team like Indianapolis will load up for a few years - make a couple playoff runs and then end up losing a ton of players - some by release and others by lack of cap space. This isn't totally unrealistic to me, just because there have been alot of real life situations that have played out like this.

It needs some work, but I don't think it's quite gamebreaking. Instances where they end up releasing recent first rounders and 80+ talent players is where it makes it look fatally flawed.

Deattribution
12-08-2006, 02:27 PM
I should note, the observations I've made have all been with 6.0c, so I'm not sure if D has made it better - or worse.