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Post by Derek _ Red Sox on Apr 22, 2014 22:04:43 GMT -5
Not sure where I am going with this but would it help if a team agrees to pay a portion of a players contract and we do the following:
Using a player agrees to pay $5m of this years salary, $3m next year and $3m the following year. so what if we leave cash untouched but created a fake player on each team names "Traded Contracts" and then he is assigned a 3 year contract for $11m. In the meantime the player who is being traded can then have that amount reduced from his annual salary so if he was being paid $15m a year it will manually be set to $10m this year, $12 the following to.
Cash won't be touched to keep it simple and we can track out in game how teams pay are paying for contracts. It would be pretty cool to see which GMs are paying salaries and looking forward to seeing teams take on millions in future years tracked in game. These 'created names' can be given then lowest possible ratings and auto placed in A- ball.
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Post by Derek _ Red Sox on Apr 22, 2014 22:06:04 GMT -5
This will then allow us to just follow the section in the financials we are used to "projected budgets" and can implement penalty on those over budget.
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Post by Dustin Ackley on Apr 22, 2014 22:09:43 GMT -5
If a players contract is adjusted, won't that will affect his negotiations for future contracts?
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Post by Derek _ Red Sox on Apr 22, 2014 22:18:51 GMT -5
Can't we raise player demands?
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Post by Dustin Ackley on Apr 22, 2014 23:16:38 GMT -5
Can't we raise player demands? That would change everyone not just that one player. The way im reading it is you are adjusting the traded players contract and removing what the other team is paying?
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Post by Deleted on Apr 23, 2014 2:17:53 GMT -5
Not sure where I am going with this but would it help if a team agrees to pay a portion of a players contract and we do the following: Using a player agrees to pay $5m of this years salary, $3m next year and $3m the following year. so what if we leave cash untouched but created a fake player on each team names "Traded Contracts" and then he is assigned a 3 year contract for $11m. In the meantime the player who is being traded can then have that amount reduced from his annual salary so if he was being paid $15m a year it will manually be set to $10m this year, $12 the following to. Cash won't be touched to keep it simple and we can track out in game how teams pay are paying for contracts. It would be pretty cool to see which GMs are paying salaries and looking forward to seeing teams take on millions in future years tracked in game. These 'created names' can be given then lowest possible ratings and auto placed in A- ball. Derek, there is a simple way to do this without creating players or anything. When a team trades cash in a trade to cover salary, just adjust the two teams finances in the "player expenses" category (visible in the editor available to commish). The trade itself will automatically pay up front in the actual cash column, but adjusting the expenses section will also affect both team budgets as it shows in-game under the "total expenses to date" section of the front office. It would need to be tracked for future years like we do with draft picks, so at the start of the season it will be a little work, but in reality there will only be one or two of these trades anyway. This is easily the most realistic way, as paying out cash should affect the team losing the cash as they are paying for a player (although one they don't have) and the team receiving the cash should have the extra budget not just the extra cash.
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Post by Tim_GiantsGM on Apr 23, 2014 10:28:24 GMT -5
Not sure where I am going with this but would it help if a team agrees to pay a portion of a players contract and we do the following: Using a player agrees to pay $5m of this years salary, $3m next year and $3m the following year. so what if we leave cash untouched but created a fake player on each team names "Traded Contracts" and then he is assigned a 3 year contract for $11m. In the meantime the player who is being traded can then have that amount reduced from his annual salary so if he was being paid $15m a year it will manually be set to $10m this year, $12 the following to. Cash won't be touched to keep it simple and we can track out in game how teams pay are paying for contracts. It would be pretty cool to see which GMs are paying salaries and looking forward to seeing teams take on millions in future years tracked in game. These 'created names' can be given then lowest possible ratings and auto placed in A- ball. Derek, there is a simple way to do this without creating players or anything. When a team trades cash in a trade to cover salary, just adjust the two teams finances in the "player expenses" category (visible in the editor available to commish). The trade itself will automatically pay up front in the actual cash column, but adjusting the expenses section will also affect both team budgets as it shows in-game under the "total expenses to date" section of the front office. It would need to be tracked for future years like we do with draft picks, so at the start of the season it will be a little work, but in reality there will only be one or two of these trades anyway. This is easily the most realistic way, as paying out cash should affect the team losing the cash as they are paying for a player (although one they don't have) and the team receiving the cash should have the extra budget not just the extra cash. I like this approach, Rob. Good idea. It achieves the objective of impacting the budget, not just the cash. And it should be easy to administer. In principle, I do not care for processes that require out-of-game administrative work, but I believe Rob is right on in stating that very few trades will include this variable. So, we could track activity in a special thread devoted to trades of this type. I think this approach is much more preferable than the "fake player" idea, which seems to introduce additional complications.
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