give me some feedback on this one:
In-Season Free Agent Wire
Player bids can be made at any time, but are processed every 48 hours by the commissioner (same time the week is advanced)
Free Agents bids must meet the minimum requirement for their rating, but can go as high as you want.
The first 24 hours of free agency is blind. PM your offer to the commissioner or to a player movement rep (purple). Only the top 3 offers will advance to day 2. All offers will then be shown, and the highest bidder from there wins the player.
If there is a tie bid at the processing time, the team with the worse record wins the bid.
If your roster is full, you must also release a player before signing a new one.
Cap Penalties
A team will lose 50% of a player's cap value in the following situations:
1) when you trade/release ANY player who has not yet completed 3 seasons;
2) when you trade/release ANY player who you just acquired (same season) via trade or free agency;
A team will lose 25% of a player's cap value if a player who has completed
between 3 and 9 seasons is released at any time other than the free cut period during the off-season.
Players with 10+ years experience can be cut with no penalty at any time.
The penalty for transactions during a season will count against the following season's cap. If you trade your 80 OVR rookie this season then your team loses 40 pts against the cap for the duration of next season.
The new season officially starts June 1st in the NFL, which will be signified in XML by advancing the season. If you cut/trade players BEFORE the season is officially advanced but AFTER the SB you may choose to count them against the upcoming season's cap OR the following season's. If you cut/trade them after advancement they automatically count against the following, not upcoming, season's cap. It's easier than it sounds.
Off-Season Free Agency
*Each off-season every team will need to go through free agency. Each player will fall into 1 of 3 categories:
1) Rookie Protected (RP) - Any player who has NOT finished 3 seasons. These players are naturally protected and will NOT use up protection slots.
2) Restricted Free Agent (RFA) - A player who has finished exactly 3 seasons. For RFAs, a team can match any offer given by another team.
3) Unrestricted Free Agent (UFA) - A player who has finished 4 or more seasons. UFAs go into the FA pool during the off-season. There is no bid matching for UFAs.
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**Excluding Rookie Protected players, a team must choose which RFAs and UFAs it will protect. Every team has the following allotment of slots available each off-season to use:
Level A = 95-99 - 2 players
B = 90-94 - 2
C = 85-89 - 4
D = 80-84 - 4
E = 75-79 - 6
F = 70-74 - 6
G = 65-69 - 8
H = <65 - 8
Extreme success/failure will lessen a team's # of protection slots. This will replicate what occurs in the NFL when guys leave SB teams for paydays and leave horrible teams in hopes of winning gms:
- SB winner loses 1 slot each from levels C, D, and E.
- SB loser loses 1 slot from levels D and E.
- Conference Champ. losers lose 1 slot from level D.
- Teams with 4/5 season wins lose 1 slot from level D.
- Teams with less than 4 wins lose 1 slot from levels D and E.
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***To provide more leeway teams also have the ability to slide their slots using the following setup:
Level A = 12
B = 8
C = 6
D = 4
E = 3
F = 2
G = 1.5
H = 1
The #s on the right are the value of the protection slot. Owners may trade-in any combination of slots in either an ascending or descending fashion. Ex. an owner can trade-in 1 C level slot (6 pts) and 1 F level slot (2 pts) to obtain 1 more B level slot in the event he has one B level (90-94 ovr) player unprotected by default. An owner could also cash-in 1 B level slot (8 pts) for 2 D level slots.
Addition: Slots may be moved freely to an extent. You must leave the following # of slots at each level. You CANNOT move both level A slots down.
Level A = 1
B = 1
C = 2
D = 2
E = 3
F = 3
G = 4
H = 4