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Main / Discussions / Salary Cap, for a Fairer Game Search Forum | |
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posted: 2024-11-19 09:10:23 (ID: 100187534) Edits found: 1 Report Abuse | |
Solana_Steve wrote:
I think the soft cap works pretty well. The fact that you don't have a specific cap number nor a plan for leftover money - - to me it's hard to see how that's better than what we have now. If the leftover money is "rolled into next season", then you basically have a soft cap, right? Steve SD Blitz Yes, but with a significant difference: if you know you have a Cap of 50 million (50, 75, 100, 25...), you'll never be able to plan squads with a weekly wage bill of over 7 million, nor invest heavily in transfers, nor go crazy for 2-3 seasons and spend unlimitedly. You'll have to manage what you have, season after season, and control your finances. Because if you don't control them, you'll have to cut back. If you cut back, the team's level will drop, etc., etc... In short, you reactivate a part of the game that wasn't very important until now: the money. With the extra money, there are many alternatives, some simpler and others that involve more work. But there are solutions. Quim Last edited on 2024-11-19 13:26:51 by Quimriera |
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posted: 2024-11-19 13:56:34 (ID: 100187540) Report Abuse | |
I was reading though this discussion severl times, and did not find an answer. Yes, it was mentioned, but ... not discussed IMO.
If we introduce a seasonal salary cap, we lose the element of creating huge piles of money to make that single season with impact. And I really like this element. In my opinion it is much more worth for providing some challenge than a seasonal salary cap. But that's only me ... (?) |
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posted: 2024-11-19 14:18:39 (ID: 100187541) Report Abuse | |
Sure a cap could be done, but it would change the rulebook.
What I like about the idea: - given a cap, which can be used by every manager, it would change the game to a what you can do with that limit in a season. That's sounds challenging, like more players with less skill, less players with more skills, certain players with high skills on that poistion and placeholder on that other one. - equal situation regarding business issues, which would only be true, if the cap is so low, the income of playoffs is irrelevant. Once you NEED deep or deeper playoff runs in Supercup and/or league, the cap does not have much difference to today, except the too-high-wages would not be possible. I like it when there is nothing to complain regarding money. What I don't like about the idea: - if the cap is too low, you could just abondon money at all and build a different system, if it is too high, there is no big difference to today. Finding a sweet-spot is not that easy to have a real impact - if there is a cap, does it include coaches, or not? Because financially today it makes a huge difference if you have a 1 mio staff and a 6 mio roster or a 2 mio staff and a 6 mio roster. You could say, coaches are your risk, but why are then not also the players my risk? When such a cap is mentioned I have still the old Madden game in mind (did not play newer versions since ages) where the franchise mode was introduced or extended in an early version. There was a cap and that did rise, every season. You had to fill the roster with draft, free agents and resigning players. And the wage offered to the players (more NFL near, with signung bonus and balooning annual wages) were calculated over the seasons and you had to stay under the cap. It was not too hard to have that, but one major issue in that game was, basically all players were build in a good way, just different levels, from star to average to bad. And there were plenty of players that way, for each position. Sure, not many TOP players, but many good ones and average ones and you needed to get all positions filled. Here in RZA, that system does not exist, so a cap (like suggested different between level 1 and Elite) would not be a problem in Madden, since you would just fill up the ranks with good guys, of which you likely would get some, since you have the cap space, other don't have, but in RZA there are not many fitting players to fill the ranks. The difference was, in Madden you were able to offer, what you thought would be a feasable wage, while here the wages are fixed based on skill level. |
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posted: 2024-11-21 13:55:05 (ID: 100187600) Edits found: 1 Report Abuse | |
Sometimes, a small change in a game (that works quite well) can become a disaster. It's normal, then, that one has to be very, very, very careful when wanting to make changes in a specific software, be it RZA, Buzzerbeater or Hattrick.
But we will also agree that this precaution, when applied in excess, is a burden on the game itself and prevents it from evolving and, above all, improving. Another very different thing is that the author of the work may or may not want to complicate his life. He's free to do whatever he wants, without a doubt. I think RZA still has a way to go to improve, to make it more entertaining, more addictive. Quim Last edited on 2024-11-21 16:41:26 by Quimriera |
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