Editable Contracts?
Collapse
Recommended Videos
Collapse
X
-
Comment
-
Re: Editable Contracts?
He did....but unless they changed how contracts are handed out....this might not be the case a few years into franchise.
Here is the problem....
-Team budgets are based to grow a % off whatever it starts with.....which are based off the initial contracts handed out when starting a franchise.
-SALARIES are given out according to ratings which are formulated under the SCEA given salaries.
For this to work properly....they would have had to change the re-signing logic to be formulated to be a % higher than the contract a player starts with(his edited larger contract)
Perhaps they did....but I'm not sure.
Easy test when we get the game.
M.K.
Knight165All gave some. Some gave all. 343Comment
-
Re: Editable Contracts?
Well...in the past, you would change the contracts when editing a roster(through the FA trick)...as you do now.
The initial budget was then set on the cumulative compilation of those contracts.
That, if it remains the same is fine.
What I'M worried about....and would suggest that contracts don't get edited on at least one base roster set, is that the in-game logic is not going to base FUTURE signings on current contracts. That it has logic based on it's own formula for CURRENT in game contracts and by bloating the initial team budget....and as those big contracts fall off and are replaced with much smaller contracts(through the actual logic), you will see teams with HUGE surpluses.
The team budgets from the start will all grow based on those $$$(by %)
I'll be using a roster with SCEA's contracts and maybe just making a few older big contract players the albatrosses they are with big money deals.
M.K.
Knight165
Knight - this was my thought as well, I've been clamoring for this addition for some time, and its not so much for the reality of exact budgets across the board, but more to accurately depict bad contracts and the associated burden on the club.Comment
-
Re: Editable Contracts?
Well...in the past, you would change the contracts when editing a roster(through the FA trick)...as you do now.
The initial budget was then set on the cumulative compilation of those contracts.
That, if it remains the same is fine.
What I'M worried about....and would suggest that contracts don't get edited on at least one base roster set, is that the in-game logic is not going to base FUTURE signings on current contracts. That it has logic based on it's own formula for CURRENT in game contracts and by bloating the initial team budget....and as those big contracts fall off and are replaced with much smaller contracts(through the actual logic), you will see teams with HUGE surpluses.
but this is exactly why I'd still hope it eventually is editable mid-franchise.T-BONE.
Talking about things nobody cares.Comment
-
Re: Editable Contracts?
He did....but unless they changed how contracts are handed out....this might not be the case a few years into franchise.
Here is the problem....
-Team budgets are based to grow a % off whatever it starts with.....which are based off the initial contracts handed out when starting a franchise.
-SALARIES are given out according to ratings which are formulated under the SCEA given salaries.
For this to work properly....they would have had to change the re-signing logic to be formulated to be a % higher than the contract a player starts with(his edited larger contract)
Perhaps they did....but I'm not sure.
Easy test when we get the game.
M.K.
Knight165Comment
Comment