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Editable Contracts?

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Old 03-05-2015, 05:14 PM   #9
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Re: Editable Contracts?

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Yes, they will.
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Old 03-06-2015, 03:41 AM   #10
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Re: Editable Contracts?

How will it work in Franchise Mode though?
Right now as it is in The Show players are earning less than in real life(?), so in Franchise Mode how will it go with the bugets teams have and also the new contracts made by the cpu won't be in line with the edits of the roster makers, will they?
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Old 03-06-2015, 09:37 AM   #11
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Re: Editable Contracts?

If we edit contracts to mimic real life, how is it going to affect budgets in franchise?
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Old 03-06-2015, 09:45 AM   #12
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Re: Editable Contracts?

As I understand it, once the contracts are adjusted for the teams, that (plus 10 mil) is their new budget. I'm also assuming, so correct me if I'm wrong, that once in franchise, if those players are traded or not resigned once their contract is up, the budget is still there. That could leave some teams with HUGE amounts of budget room in the offseason, which is interesting.
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Old 03-06-2015, 09:45 AM   #13
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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.

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Old 03-06-2015, 09:56 AM   #14
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Re: Editable Contracts?

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Originally Posted by Knight165
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
oh right they did say that the team budget in franchise doesn't change, so if you edit all the contracts you before starting your franchise, it can screw up the whole system and make teams be way above their budget causing a bad domino effect as you progress from season to season. Or am I misunderstanding your point Knight?
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Old 03-06-2015, 01:48 PM   #15
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Re: Editable Contracts?

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Originally Posted by ryanmc564
oh right they did say that the team budget in franchise doesn't change, so if you edit all the contracts you before starting your franchise, it can screw up the whole system and make teams be way above their budget causing a bad domino effect as you progress from season to season. Or am I misunderstanding your point Knight?
That's what I'm worried about too. Cos the cpu contract logic probably remains the same even if we edit contracts to mimic real life. If it's like that the whole contract editing thing is rather contra-productive.

I don't know if those scea default contract numbers are exactly proportional to real life, if that's not the case in all instances I feel that would be something more worth aiming for.
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Old 03-06-2015, 02:34 PM   #16
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Re: Editable Contracts?

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Originally Posted by geisterhome
That's what I'm worried about too. Cos the cpu contract logic probably remains the same even if we edit contracts to mimic real life. If it's like that the whole contract editing thing is rather contra-productive.

I don't know if those scea default contract numbers are exactly proportional to real life, if that's not the case in all instances I feel that would be something more worth aiming for.


or maybe next year, they will lets edit teams salary caps.
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