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Originally Posted by johntait1 |
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Yeah, but wouldn't it balance out? Because the players on contracts below market value would sign a lower dollar value contract.
The second part is intentional. A player like Edwin Jackson would have (hopefully) negative value because of a higher contract. A player like Chris Archer would have higher trade value than with the default rosters since he is on a team friendly contract.
Sorry if I'm missing something obvious. I'm just sort of confused, so could you explain this out a bit more? Thanks.
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You are correct in players that you want to be difficult to trade(Jackson), but you will also have players that the game defines as a $7 million player making $10....which would dry the market up.
As far as balancing out, I don't know. The system seems to want to keep budgets rather proportional and strategies are tied to the budgets. If you raise everyones budgets through salary edits, most won't hit the goals and budgets will be cut and tighten. On top of that all the youg players that are arbitration and renewable in the game will be getting raises and driving the budget.
Also let's say for instance you make a scale. Real Players making $5 million will make $1.5 in game. Well that is the amount that arbitration players make, so it would mess the scale up.
I really think it would be more work than it is worth for what you will gain. After the first season the contracts would no longer be proportional and even the ones's that have "team friendly deals" may not be considered as team friendly by the engine.
The good thing about it being editable though is everyone can do what they want and edit it to their wants and/or needs.
I'm just going to edit a few players with bad contracts and even at that keep it around $15 million.