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Season 8 Salary Cap and Costs
Spartacus Jul 14, 2016 54 replies 1084 views
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OP ⭐ x5 🤝 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.
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🛡️ x1
at least i'm ranked above infinite, that's all I could ask for
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Game Admin 🛡️ x2 🤝
I will take that to mean I am $0 as expected.

hmu dave
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Never Won A Ring C
rofl CB can't even outrank me,too much glare
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OP ⭐ x5 🤝 Kays Krew 3
Anyone who wants to captain is free to make a squad and start recruiting. Good luck! We're planning on starting the season on the Sunday the 24th (10 days from now) assuming squads fill up by then.
Edited Jul 14, 2016
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⭐ x3 Gentlemen
Yo ice, nice rank bra. LOL
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⭐ x5 Clique
I am ranked too damn high. P.S. cocaine party
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💎 x7
Pandy too cheap (he can lead)
Nomekepper too cheap.
Em4 too expensive (inactive, who is going to pick a high cost player who is inactive?)
ER too expensive (cant lead. Doesnt talk)
Shasta too cheap
Albert extremely cheap.

So picking 3 high cost inactive AND semiactive players will kill you since the lowest tier will play vs Mid-high tier

Can somone run some models of squads with this cost system?

Maybe implementing a per match cost/cap ? Add more players or kills if the teams are not balanced based on cost. Ex: 7v9 if one team has a higher cost than the other for x amount of points

PSA dont recruit high cost players if they are semi-active and you want to win the season.

Last. Are ratings final?





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League Analyst 💎 x7 👑 good guys C
ER too expensive (cant lead. Doesnt talk. GETS OWNED IN MID)


There, I helped you ER
D
⭐ x1
Nos is at the same category as marines such as Yosh and Pandy. How do you figure he is too low? Don't get me wrong, Nos has almost perfect aim and awareness but if you put him against Pandy/Yosh, it's pretty even in terms of, Pandy* and Yosh can lead and have tons of experience. Are you saying Nos should be in the same category as Colossal/Leak/Dave/TG?

Pandy is what ever, I personally rated him at 86, i think its fair.

Em4, if he shows, can literally win you a match single handedly between his leading and personal skill.

Er, are you seriously trying to devalue yourself, you use a fucking steering wheel and youre a top 5 marine... who are you kidding?

Shasta - eh, he has awesome talent but he's a rich mans Cael. "Shasta, why are you falling already? we only lost 1 person and have the angles still"

Alb is a cheap whore but he should be ranked higher because he's a very good leader and a solid marine. I dont know why i only put him at 75.


Edit: ER, you narcissistic buck, quit fishing for compliments.
Edited Jul 14, 2016
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OP ⭐ x5 🤝 Kays Krew 3
ER:

I'm interested in achieving the most accurate ratings that we can. I agree that some players are over or underrated, and thus cost more or less than they should. This seems to only be true for a handful of players, which may prove to not be too much of an issue. It's something that we're probably not going to be able to eliminate completely, but we should attempt to as much as we can. Each rater most likely weights specific areas of a player differently. For instance, I rated Sol, Devil, and some others lower because of their unreliability, and I rated Kippa, Manu, Yosh higher because of their versatility and leading, but another rater may have rated them differently because they value different areas. Unless we wanted to decide the weight for each specific facet of a player for the rater, or moved the players around ourselves, I believe this is pretty close to what we're going to get. The raters seemed to be rather consistent on most players with only a handful of outliers. If we rated not in multiples of 5, but from any number within 0-100, we may see slightly more accurate ratings. Because of the way it was averaged, doing this I believe we'd only see a 2 point shift in either direction for a player, if there's one at all. That's something that I'll look into today to determine if there'd be much of a difference.

Activity is pretty important. It'd be a hell of a time trying to balance the squads if we rated Sol and Devil at an 80 because they're unreliable, and would give a huge advantage to whichever squad picked them up if they did show. I did rate Sol and Devil lower because of their unreliability though, but for others their marine skill may have outweighed that.

Lastly: I'll run BB/SE for you (I don't remember everyone who was on the squad)
-ER: 240
-em4awon: 220
-Pandy: 110
-Manu: 110
-Shasta: 110
-SE: 90
-Uni: 65
-neg: 40
-kippa: 240
Total: 1,225; 9 players.

Most squads, unless they're willing to take a lot of low-cost players, are only going to be able to have 2 top 10 players on their team. If you remove Kippa, the total goes down to 985, with 215 to spread between 2-4 more people to get above the 10 minimum. You could get Yosh at 110, and split up the remaining 105 between two low cost players for medics, activity, etc.

The upper-mid tier players present a bit of a problem, because at times they can play like a top 10 player, and others are complete shit. If you had 3 top 10 players and 3-4 upper-mid tier players, half of which were having a great day, you would argue that the squad is stacked. The only disadvantage is lack of roster depth, which is why we included the 10 player minimum. Technically, you could still have two of your top 10 players on SE/BB, with 6 other friends/members from your previous squad. The best squads are not going to be able to keep ALL of their previous players. Part of the idea is that you can play with quite a few of your friends (unless they're all in the top 10), and have to pick up some new blood from the lower-ranked pool, and/or put aside some squabbles to get a working team.

Also: It's worth noting that depending on how the squads form, the cap may raise a bit to help maximize the amount of people playing this season.
Edited Jul 14, 2016
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How were player ratings determined? I'm asking out of genuine curiosity. I'm sure the explanation is somewhere but I don't really want to go poking around to try and dig it up.

I mean, personally I think I'm a bit underrated, but that's only if I'm as good as I used to be. :)
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⭐ x1
we picked #'s out of a hat.

seriously, most of us incorporated, raw skill + can they lead or not + activity
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Advisor ⭐ x4 🥈 Monkey Business C
good job boys this looks pretty cool xD
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Infinite ranked higher than me lol
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League Analyst 💎 x10 🥇 Gentlemen
dave conveniently ranking all of his rejects guys under so he can stack again


sad
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OP ⭐ x5 🤝 Kays Krew 3
Under this system, Rejects can't even return to the lineup it had before we had Chris, Sov, and Sol (guesstimating the rating for Unborn and Kiediss). Even without those three, if we threw in Unborn and Kiediss, we'd still be over the salary cap.

We did return to the Rejects lineup a lot, as well as BB, when testing the costs and cap to ensure that they'd have to get rid of a good portion of their top players.
Edited Jul 14, 2016
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⭐ x3 💎
neg 40.. roflllllllllll

whoever is rating the players, ya'll are dumb af LOL
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League Analyst 💎 x10 🥇 Gentlemen
oh that's why you dropped danny/vc to 65
Edited Jul 14, 2016
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⭐ x3 💎
how many captains do we currently have

the website only shows squads that have over 2-3 players??

this season is going to be a disaster if you idiots dont have captains
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