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Suggestions > BB balance : Team Salary Cap

BB balance : Team Salary Cap

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83152.7 in reply to 83152.6
Date: 3/28/2009 11:11:12 AM
Overall Posts Rated:
196196
Could just create a seasonal profit tax..

This works well in FML... you have to invest in stadium or on a player or pay taxes.... competitiion tax as well (not that the money is high enough to tax yet!)

Both these would ensure that the hoarding of money would be much slower and encourage a constant flow of money circulating around the game.

This Post:
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83152.8 in reply to 83152.7
Date: 3/28/2009 11:33:49 AM
Overall Posts Rated:
2525
Ah, but you could still work wonders with a hoard of money. What it would be slowing is the process. So I've gone over the possible taxes and it doesn't seem to have the desired effect.

But by implementing a team salary cap, you limit the amount of 'instant success' money can buy while still giving teams leeway to play the money hoarding game if they really want to.


This Post:
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83152.10 in reply to 83152.9
Date: 3/28/2009 2:24:25 PM
Overall Posts Rated:
2525
Point taken. But then again this is a subjective matter which is relative to interpretation. I do agree on your expansion on it being a managerial game, the initial direction I wanted to point out was that BB is based on a sport, and not an economic simulator like a real time Wallstreet simulation. Any thoughts on the idea though?

This Post:
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83152.12 in reply to 83152.11
Date: 3/28/2009 3:14:35 PM
Overall Posts Rated:
2525
The problem here is when top teams start to run at a deficit instead of zero profit, it becomes an indicator where having the best players means running as far in the red as possible. Who could possibly run in the deep red for an extended period of time? Hoarders.

A salary cap doesn't affect new teams at all, they can take their own time to improve their team as it will be several seasons before they can get enough good players to even come near the cap. This cap affects only the teams at the top approaching a deficit economy, and promotes tactical play at the top level instead of who has the bigger bank balance.

This Post:
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83152.14 in reply to 83152.13
Date: 3/28/2009 11:11:31 PM
Overall Posts Rated:
2525
Yes, this is basically what I said -- you an always get better by adding more salary. Therefore the incentive is to plan


You said teams get better by adding more salary, which is the process. I said the problem starts when teams need to run on a deficit budget to remain competitive, which is a point in time.

Wrong. Teams that have money. Hoarders have money, but this is a separate story.


Having a different point of view to you does not necessarily mean I am wrong. Make no mistake, in the long term if things remain as they are, you will have to hoard to be competitive in the top levels. All top divisions will be running on an insanely negative economy which you cannot realistically support. The ones at 2nd, maybe 3rd level, you can be competitive and still turn a profit.

What happens is, to have a shot at the top division title, you will have to hoard up a warchest in these lower divisions. Once your warchest gets big enough, you buy those monster players and run on a big deficit every week and promote yourself. Every week will be a hit on your bank balance, so you will have a limited time to nail that trophy depending on how big your bank account is. Once your cash reserves approaches zero, you sell your big players to put yourself back into the black. Your team will get demoted, of course. Wash and repeat.

I will point to the online football management game Hattrick which is quite similar to BB in certain aspects as an excellent case study. Do you know about it? Have you played it?



Sure it does. If you're ready for promotion, that means your players have to be close in skill to the players in the division above in order to be able to compete. Except that the teams above have significantly more fans by design -- that's how division levels work. This puts promoting teams at an obvious disadvantage.


New teams will not have that cash to improve their rosters that much. You STH will have to remain more or less where it is for a couple of seasons for you to approach the cap. Even when I was a new team, the cap was always beyond reach and every season when I made 1-2 purchases, the STH would have moved as well.

It is only for the top teams that have hit the STH soft cap that will be affected as their STH doesn't improve that much. It's basically stuck somewhere near the 4000 mark.

Anyway, this is only a side idea to reinforce the main one. If you have an idea on what a team salary cap should be hinged on so that it doesn't affect small and new teams but only the top teams in BB, I would like to hear it. I know there are more creative people here in BB, so there may be a way I haven't though of.

This Post:
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83152.15 in reply to 83152.14
Date: 3/29/2009 3:35:36 AM
Overall Posts Rated:
00
I used to play Hattrick so I know what you're going on about. It's a big problem there, which is why I don't play it anymore.

For what it's worth, I think you have a great idea there and hope a BB sees this. It would be great to hear their take on this.

This Post:
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83152.17 in reply to 83152.16
Date: 3/29/2009 4:17:07 AM
Overall Posts Rated:
2525
I don't have any hard data to the STH calculations and coding, so it's just assumptions I have to come up with. I've thought of a global fixed limit accross the board, maybe somewhere betweek 500k to 1M. This should take newer and lower ranked teams out of the equation.


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