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View Full Version : What cap increase do you use?


Mark
11-30-2003, 08:33 AM
I'd like to keep contracts at relatively sane rates for my career. The default is 28-80. Anyone have other settings that keep contracts at a reasonable level?

Barkeep49
11-30-2003, 08:39 AM
I use 0-0 which causes a few unrealistic pains in the first couple years of the league, but after that produces what I think are reasonable cap decisions to make.

Tasan
11-30-2003, 11:18 AM
Couldn't you use 98-99 to get a real small cap increase? Or is my logic on how this works flawed?

Primal
11-30-2003, 11:22 AM
98-99 would give you a 9.8 mil to 9.9 mil per season increase

meter3
11-30-2003, 08:50 PM
can you change this setting through out a leagues history?

Say you start it at 1-2 and say 10 years later change to 10-15?

The_herd
11-30-2003, 09:00 PM
Originally posted by meter3
can you change this setting through out a leagues history?

Say you start it at 1-2 and say 10 years later change to 10-15?

Yep, I started my career in 1980 with a 10mil salary cap and have changed the setting several times to get the cap where I want it to be.

meter3
11-30-2003, 09:03 PM
thanks herd. I was hoping that would be the answer:D

Buccaneer
11-30-2003, 09:19 PM
Starting in 1970, I'm doing 15 to 40. I like a little variety.

wbonnell
11-30-2003, 09:25 PM
How does 0-0 function with initial player file multi-year deals

SackAttack
11-30-2003, 09:30 PM
I'm at 28-80. I'm curious to know if the game just randomly assigns a value in that range to the length of the TV contract, or if the game looks at the payroll of the human owner and picks a value, depending on the difficulty level the human is playing on?

Barkeep49
11-30-2003, 10:11 PM
Originally posted by SackAttack
I'm at 28-80. I'm curious to know if the game just randomly assigns a value in that range to the length of the TV contract, or if the game looks at the payroll of the human owner and picks a value, depending on the difficulty level the human is playing on?

I did a little research in past versions and it seemed randomly generated, although something more rigerous would be interesting.

kingnebwsu
12-01-2003, 12:05 AM
0-0 setting would make it so the salary cap never goes up...so do salaries never go up as well? I asked before and someone said salaries still went up, but playing a few seasons, I'm not so sure. Plus I'm not paying much attention :)

QuikSand
12-01-2003, 08:08 AM
Every decision that the game makes itself (offers made by computer-run teams, demands by players, etc) are all expressed internally as simple, static numbers. For instance, the game has an algoritm that states that a solid starting OT, available on the free agent market, will demand a salary of around 2.8X the veteran minimum salary (I made that number up). Teams that pursue him will decide what to offer - and their offers will be something like 2.6X or 3.1X the veteran minimum salary. Only after these raw numbers are "run through" the current salcap/minsal numbers (which always stay in synch with one another, by the way) do these raw factors become actual dollar amounts like $4,240,000 or whatever.

So, back to the point:

-Setting your inflation to 0/0 means that the salcap will never go up, neither will your league's minimum salaries, and neither will player demands nor computer team offers

-If you di this immediately in a league with existing contracts, you will have some adjustment -- since all those contracts already in place were presuming that the salcap would be rising by some amount each year (teams are going to have a bit more cap trouble than usual)

-If you adjust your inflation factors mid-career, your new settings will take effect for the next multi-year TV contract (not immediately) and thereafter

Craptacular
12-01-2003, 07:12 PM
I don't even own the game (yet), but this is one of the big questions I had as well. Thanks for the answers.