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Suggestions > Max Salary Cap

Max Salary Cap

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This Post:
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242313.10 in reply to 242313.4
Date: 5/30/2013 10:17:55 PM
Pszczyna Team
Naismith
Overall Posts Rated:
215215
This is a terrible idea. I agree that it would reward training multi-skilled guys, but in reality a team can effectively develop only 2 top level players in 6-7 seasons. Rest has to be bought, so the teams that played longer or were tanking right before new rule was implemented would have advantage because they would be the ones grabbing most salary-efficient players, or be able to afford luxury tax.

Getting GS affected by a transfer is a great idea and now just need to manipulate how much the effect should be and tweak with it after testing

This Post:
00
242313.11 in reply to 242313.10
Date: 5/31/2013 4:07:41 AM
Overall Posts Rated:
2424
maybe a team should only have 2-3 top level players like in the real world
thats why the nba doesn't have all nba 1st team on 1 squad
this makes the game less competitive

From: Pewu

This Post:
11
242313.12 in reply to 242313.1
Date: 5/31/2013 8:10:31 AM
Overall Posts Rated:
914914
Firstly, there are too big differences between leagues to implement such a change. Even winner in D2 or D3 have less in payroll than median team in payroll in higher league. Once I made calculations based on top3 levels in Poland here are the results:
D1 average payroll = 702 007
D2 average payroll = 395 792
D3 average payroll = 217 467

Before play-offs:
- only 3 teams in D3 had higher payrolls than average payroll in D2 (max was 433 040)
- only 1 team in D2 had higher payroll than average payroll in D1 (it was 1 256 608 - he wanted to go quit the game, few weeks later he became a bot)

League winners will have no time to make any transfer before seasons starts, because they could exceed salary cap.

Secondly, system will need accurate salary calculations for new season.

This Post:
00
242313.13 in reply to 242313.11
Date: 5/31/2013 1:57:12 PM
Pszczyna Team
Naismith
Overall Posts Rated:
215215
it is both economic and strategic game. I would like to keep it that way. Tanking and then stacking yourself for playoffs makes this game less fun for managers (bit of a hipocrycy for me since I made 2 big transfers that will affect my team in playoffs, but it was only because I wanted specific players and thats when owner decided to put them on sale and I actually intend to keep them), but game developers are tackling that problem with salary floor (could be a bit stricter) and GS hit.
Since the other one could be offset with GS training, I would actually go a bit further and introduce something called "team stability". So pretty much every transfer in/out of a club affects enthusiasm (and effect grows exponentially with number of transfers made in certain period of time so buying one player wouldnt hurt as bad)

This Post:
00
242313.14 in reply to 242313.13
Date: 5/31/2013 2:29:43 PM
Overall Posts Rated:
7878
If i were to suggest a cap, it would be a cap at 1.5x the revenue of the given team, and not 2x the payroll of teams in the league. The idea ought to be keeping people from spending well above their means, with or without cash banked.

However, i am not sure that this is the best idea given that it may tax the engine on updates, nor am i sold that we need to prohibit people from playing the game in their own way all that much other than punishing last minute buys.

This Post:
00
242313.15 in reply to 242313.10
Date: 5/31/2013 4:02:24 PM
Overall Posts Rated:
455455
This is a terrible idea. I agree that it would reward training multi-skilled guys, but in reality a team can effectively develop only 2 top level players in 6-7 seasons. Rest has to be bought, so the teams that played longer or were tanking right before new rule was implemented would have advantage because they would be the ones grabbing most salary-efficient players, or be able to afford luxury tax.

Getting GS affected by a transfer is a great idea and now just need to manipulate how much the effect should be and tweak with it after testing


The GS hit probably will alter some strategies but in many cases I don't think it will make any difference.

As I said initially, I like the thinking of a salary cap I just think it would be impossible to implement fairly across different divisions and different countries.

From: Koperboy

This Post:
00
242313.17 in reply to 242313.5
Date: 6/7/2013 2:01:03 AM
Overall Posts Rated:
952952
this wont work in the majority of countries. I my league salaries go from around 100k (newbies) to 400k (contender), how would you cap those teams?


Just use TV money for reference, like Salary floor does: for example, cap is TV x 4. No cap for D.I.

From: jonte

This Post:
00
242313.18 in reply to 242313.17
Date: 6/8/2013 3:27:09 AM
Overall Posts Rated:
3333
that would make the transition from one league to another extremly hard.

This Post:
00
242313.19 in reply to 242313.1
Date: 6/11/2013 9:00:45 AM
Overall Posts Rated:
299299
this game should totally implement a MAX SALARY CAP like the NBA with harsh penalty
there should be no reason one team can have roster 2X your team salary in any level of divisions
one trend i observed at Div2 is that winner is the one who has 200K more committed to players
doesnt really rely too much on player development + tactic
just group of 8 33+ yr olds with 150K starting 5 salaries
that simply implies tanking is the way to go
even with the new game shape penalty next season, i doubt it is enough

I think this is a fantastic idea but it simply won't work in this particular game because of its setup.

This Post:
00
242313.20 in reply to 242313.19
Date: 6/12/2013 8:43:56 AM
Overall Posts Rated:
12661266
A cap in all but top divisions would remove the issue with B3 games.

Make it max could be 4x the salary floor for the league. Would limit it a little but still give teams room to move around.

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