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Kays Krew 3
This season, we will be using a Salary Cap of 1200 points/dollars/clams/jewels. There will be no roster limit, but there will be a required minimum of 10 players. One of our goals this season is to be as open and transparent with our intentions and motivations as we can, so we'd like to share what our thoughts were as we developed the cap and costs. <b>If you're not interested in the details, skip to the bottom for the TL;DR and the link to the spreadsheet.</b>
This salary cap and cost system will provide the most competition while protecting the player's freedom of movement to squads of their choice. You should be able to play with some of your friends but not all of them (if all of your friends are in the top 10-15).
From a lot of experimenting, we learned that the top 10 players needed to cost a LOT more than those below, and that those on the low end of the totem pole needed to cost next to nothing, relative to the top players. In this system, you will see a high cost of 240 for a top 5 player to a cost of 20 for the bottom 9. From running many mock teams, we learned that if there was not a large enough gap between those two divides, then two possible events occur: 1) A squad could get one top 10 player, two upper-mid and/or mid-ranked players, and be forced to select the rest from the lowest ranked players. 2) A squad could get two to three top 10 players, and be forced to pick up only from the bottom 14-15 players to fill out their roster. This would be the most fair and balanced outcome, if more Infantry players were willing to play with those either vastly below or above their skill level. If a closer rating to cost ratio was used, we believe it would push many people away from the game, particularly the top 15-20 players in the league. As the cap and costs are implemented now, it should allow squads to pick up 2 top 10 players, 2-3 upper mid-ranked, and still have enough salary to fill in for a full squad with lower-ranked players. A squad has the option to pick up as many top 10 players as the salary cap allows, but if they do, they will be forced to use the lowest ranked players to fill out their roster. There is one possible exploitation in this system: underrated players. There are a few steals to be had in the rankings, but that's because of what they were rated thus the system cannot accurately control for them. Make sure you identify them and pick them up early.
This system attempts to balance the league as much as possible while acknowledging why some people still play the game. It's impossible to fully balance the league without instituting a draft or more restrictive controls on the salary. Even with a perfectly balanced cap and cost ratio, who the Captains are plays a large role in determining the effectiveness of the system. Some Captains may not be able to acquire a top 5 player, or even a top 10. This is why we did not institute a tier limit as it would push many of those top players away. If a Captain cannot acquire a top 10 player, they will probably have a lot of Salary left over, which is why we're changing the roster limit to unlimited. A team with 2-3 top 10 players will not be able to take advantage of the unlimited roster, while those without a top 10 player can. A squad could, hypothetically, create a 20 player squad with the lowest ranked players but it will not imbalance the league because of their rating. This system should also allow the lowest cost players to fill in for more squads and offer them some play time with the best, or better, players. In general, the most effective squads SHOULD be those who are filled with mid-tier players that work well together.
There may be unforeseen consequences because of LATE COMER players, those who sign up during the season, depending on what they're rated and how it changes the makeup of the system. We can run as many mock teams as we'd like, but we may not see all possible combinations or problems that occur. Because of this, we may be increasing the salary cap by a small amount as we see how the squads form.
If you are a player joining the league late, please join the FREE AGENTS list as soon as possible, so that you can be rated and your cost calculated to get you on a team quickly. You cannot join a squad without a rating and a cost.
<b>TL;DR: 1200 salary cap, captains count towards the salary cap, unlimited rosters, 10 player minimum for rosters. Salary cap may go up by a small amount depending on what happens in the next week.</b> Here's the spreadsheet: https://docs.google.com/spreadsheets/d/1HNgLr9zJv1fhlS4NgIGaTM-0OebnHfvCbQ0-Hs2xGQM/edit?usp=sharing
We greatly appreciate any feedback that you have to give regarding the salary. Please post your concerns and/or ideas to help us make this the most successful league that we can. I believe this will be exactly what this league needs, and I hope that you all help us in moving forward. START RECRUITING.
This salary cap and cost system will provide the most competition while protecting the player's freedom of movement to squads of their choice. You should be able to play with some of your friends but not all of them (if all of your friends are in the top 10-15).
From a lot of experimenting, we learned that the top 10 players needed to cost a LOT more than those below, and that those on the low end of the totem pole needed to cost next to nothing, relative to the top players. In this system, you will see a high cost of 240 for a top 5 player to a cost of 20 for the bottom 9. From running many mock teams, we learned that if there was not a large enough gap between those two divides, then two possible events occur: 1) A squad could get one top 10 player, two upper-mid and/or mid-ranked players, and be forced to select the rest from the lowest ranked players. 2) A squad could get two to three top 10 players, and be forced to pick up only from the bottom 14-15 players to fill out their roster. This would be the most fair and balanced outcome, if more Infantry players were willing to play with those either vastly below or above their skill level. If a closer rating to cost ratio was used, we believe it would push many people away from the game, particularly the top 15-20 players in the league. As the cap and costs are implemented now, it should allow squads to pick up 2 top 10 players, 2-3 upper mid-ranked, and still have enough salary to fill in for a full squad with lower-ranked players. A squad has the option to pick up as many top 10 players as the salary cap allows, but if they do, they will be forced to use the lowest ranked players to fill out their roster. There is one possible exploitation in this system: underrated players. There are a few steals to be had in the rankings, but that's because of what they were rated thus the system cannot accurately control for them. Make sure you identify them and pick them up early.
This system attempts to balance the league as much as possible while acknowledging why some people still play the game. It's impossible to fully balance the league without instituting a draft or more restrictive controls on the salary. Even with a perfectly balanced cap and cost ratio, who the Captains are plays a large role in determining the effectiveness of the system. Some Captains may not be able to acquire a top 5 player, or even a top 10. This is why we did not institute a tier limit as it would push many of those top players away. If a Captain cannot acquire a top 10 player, they will probably have a lot of Salary left over, which is why we're changing the roster limit to unlimited. A team with 2-3 top 10 players will not be able to take advantage of the unlimited roster, while those without a top 10 player can. A squad could, hypothetically, create a 20 player squad with the lowest ranked players but it will not imbalance the league because of their rating. This system should also allow the lowest cost players to fill in for more squads and offer them some play time with the best, or better, players. In general, the most effective squads SHOULD be those who are filled with mid-tier players that work well together.
There may be unforeseen consequences because of LATE COMER players, those who sign up during the season, depending on what they're rated and how it changes the makeup of the system. We can run as many mock teams as we'd like, but we may not see all possible combinations or problems that occur. Because of this, we may be increasing the salary cap by a small amount as we see how the squads form.
If you are a player joining the league late, please join the FREE AGENTS list as soon as possible, so that you can be rated and your cost calculated to get you on a team quickly. You cannot join a squad without a rating and a cost.
<b>TL;DR: 1200 salary cap, captains count towards the salary cap, unlimited rosters, 10 player minimum for rosters. Salary cap may go up by a small amount depending on what happens in the next week.</b> Here's the spreadsheet: https://docs.google.com/spreadsheets/d/1HNgLr9zJv1fhlS4NgIGaTM-0OebnHfvCbQ0-Hs2xGQM/edit?usp=sharing
We greatly appreciate any feedback that you have to give regarding the salary. Please post your concerns and/or ideas to help us make this the most successful league that we can. I believe this will be exactly what this league needs, and I hope that you all help us in moving forward. START RECRUITING.