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Main / Suggestions / Player worth mostly based on performance Search Forum | |
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hosh13
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posted: 2012-10-04 03:52:46 (ID: 59878) Report Abuse |
How about instead of "talent/single skill level", a players wages/contract is based on his stats?
There could be a way to assess a player similar to what's in place now so that those not getting many snaps can be estimated, but their wages are low. If a player has a high estimate and is not getting used, then his "salary/contact asking price" starts to soar with time. Players performing very well in a low paying contract can force renogotiation or they might hold out. Unused players with high potential might hold out also. Last edited on 2012-10-04 03:53:58 by hosh13 |
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posted: 2012-10-04 06:36:12 (ID: 59889) Report Abuse | |
exploitable...you create a monster, give him bad stats for a season, and then you have a 500$ per week monster on the field
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hosh13
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posted: 2012-10-04 07:12:11 (ID: 59901) Report Abuse |
But as you are making him, his potential goes up and he wants more money and playing time. If he was in a contract then he'd hold out.
I guess the concept would be that a player's wage expectations lag about a season or 2 behind what they would be now if he rarely gets on the field. As he gets more use he gets more stats and, if his stats look good, he starts wanting more money/playing time and if he doesn't get both he wants out. This makes me think about how a player's experience has no bearing on his salary - or does it? |
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ptossell
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posted: 2012-10-04 08:45:57 (ID: 59921) Report Abuse |
I think the suggestion is just too complicated and more importantly, as Pete says, open to being exploited.
To be honest I don't think there is anything majorly wrong with the way salaries work now - those who choose to single skill players end up with either the highest salaries or players they can't sell as nobody will want the wages. As things stand, we are encouraged to build rounded balanced players which is probably the best approach |
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hosh13
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posted: 2012-10-04 08:59:08 (ID: 59928) Report Abuse |
No, nothing wrong with the present system - just tossing around ideas.
And you're probably right - maybe too complex. But that's good for longevity! I was starting to think of hidden player traits and all. Money - demanding, normal, loyal Playing time - demanding, normal, loyal. |
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ptossell
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posted: 2012-10-04 11:10:25 (ID: 59948) Report Abuse |
Now i like the idea about hidden traits - particularly around how greedy a player may be.
Once you are in contract mode, it is fairly easy to work out what salary a player will accept (franchise contracts are a little trickier!). If however, there was a more of a difference in what similar player would accept due to one being a bit more greedy then that would make things a bit more interesting! |
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ptossell
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posted: 2012-10-04 11:19:40 (ID: 59949) Report Abuse |
Although not sure how you would make this work for those that havent activated the HR department
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hosh13
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posted: 2012-10-04 13:19:32 (ID: 59961) Report Abuse |
ptossell wrote:
Although not sure how you would make this work for those that havent activated the HR department Players holdout i.e. they simply don't play. So for non HR teams, salary simply goes up as it does now, but if they are not playing it would lag compared to now. It would still only change at rollover. However, they might hold out due to not getting enough snaps. There could be, say, a 4 game warning here. Over these 4 games, if the player doesn't get the demanded playing time (snaps, % plays compared to another player, etc), then he holds out. You pay, but he doesn't play. Probably doesn't practice either. Same as if he's injured come to think of it. If a player has 3 years left on his contract but either thought he was worth more money, or wanted more playing time, he could hold out until he had his contract re-done to meet his demands. If at any time during that season, over a 4 game run, he did not get his min snaps, he holds out. Not really all that complicated really. |
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sfniner08
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posted: 2012-10-05 16:53:41 (ID: 60181) Report Abuse |
This would only help a team like mine. I have plenty of depth and because I do my monster players have fewer stats than they would if I just played them most of the time.
This would hurt young teams as they get the first few draft picks that will build stats because the rest of the team is weaker. They are already trying to catch up to the money and this would further push them down. My average number of plays per game for players is less than some I'd venture. |
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hosh13
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posted: 2012-10-06 01:18:53 (ID: 60252) Report Abuse |
The main killer for the idea atm is the way the DC works.
You would also need quality control of the stats - ignore stats vs bots and teams with much less rating. |
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