Finances (Full Version)

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Orcin -> Finances (10/9/2009 7:38:46 PM)

I am concerned that my association is stagnant from a financial standpoint. This is all based on how I understand the financial model. If I am wrong, someone please correct me.

In my association, the teams in total have spent 33% of their available finances. The yearly inflation will not kick in unless the average % cash remaining is 10% or less. So the available finances for each team will never increase.

Shaun has removed the "greed factor" from the game. So player salaries will never increase.

Some top dollar players will retire or go unsigned, and other players will demand more money. But how will my top contracts grow from the current $200K per year to $MILLIONS? If they did grow, how would any team afford these players?

Obviously I am missing something here, right?





Wrathchild -> RE: Finances (10/9/2009 8:55:12 PM)

What's the greed factor?




Orcin -> RE: Finances (10/9/2009 9:46:35 PM)

According to the text in the XML file:

Increase extension_influence attribute to increase the chance a player will accept
a contract extension. So if you want to have more of an old time feel to PureSim
you would likely increase this number.

The "greed_threshhold" attribute refers to each player's internal (hidden) greed rating. if it
is equal to or greater than this attribute then the player will auto-reject contract extensions
in search of more money

-->

<!--
As of 1.84 I am effectively removing the internal greed factor from the game. It added
some variability but it was not worth the hit we took in AI complexity

If you like greed reduce the greed threshold to something lower than 100, the lower the number
the more impacts of greed you'll see...

I also increaded the chance that players will sign contract extensions by increasing the
value of the "extension_influence" attribute to 1.52 (from 1.415)




KG Erwin -> RE: Finances (10/9/2009 10:38:40 PM)

I apologize for going a bit off-topic, but the one thing that bugs me about introducing finances to reserve-clause era associations is the inability to trade players for cash. While the era-specific financial levels is a step in the right direction, more needs to be done.

For example, I should be allowed to trade Billy Superstar to a team for, say, Joe Palooka and $100,000, or just the cash alone.

Simply introducing finances into old-time leagues, with all of the modern rules attached, is obviously ahistorical.

It's too late for our version of PS, so I may bring this up in that other forum.




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