Thinking about it, Salary leagues appeared pretty balanced to me. The core players were those that had to be signed (except for very few studs), so a player can turn a team around much more quickly than through a normal draft. The problem there is that all salary decisions have to be made within 4 days, which (a) pauses the league for 3 (or 4?) extra days (compared to leagues with a draft) and (b) hurts owners that can't invest the significant time required on that precise day.
The drawback was that there was little incentive to develop weaker draft picks. But something could be done to improve this, like increasing the "home team bonus" that a player is more likely to sign with his current team.
So, if Salary leagues could be done in a way that players with expiring contracts can be signed from August/September on, allowing 2-3 days per round and perhaps more than 4 rounds, that would be great. But probably difficult to code.
Competitive balance options
Re: Competitive balance options
Literally, the only thing that killed salary leagues was the Admin arbitrarily deciding to reduce the penalty for an empty roster slot from 0.5M (the league minimum for veteran players) to 0.05M. Which made it a completely ridiculous waste of time to even carry minor league players. Draft picks became worthless and tanking in salary leagues sky-rocketed.
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Re: Competitive balance options
Haven't seen a lot of tanking in the one salary league I played. IIRC players preferred to go to a team with a lot of wins, so tanking would actually decrease the chance to sign good free agents, especially extreme tanking.
But yes, the problem with minor leaguers in general is that bad teenagers are very cheap, so a player can sign say 12 really weak minor leaguers and keep only the 3 best. As a consequence, player level throughout the league declines.
It would be good to have something like a rookie pool, an amount of money that can be used only on players in the minors.
But yes, the problem with minor leaguers in general is that bad teenagers are very cheap, so a player can sign say 12 really weak minor leaguers and keep only the 3 best. As a consequence, player level throughout the league declines.
It would be good to have something like a rookie pool, an amount of money that can be used only on players in the minors.
Re: Competitive balance options
Developing draft picks are worthless. Landing an A overall stud at below market with the top pick is extremely valuable.
It is really complicated to get into all the nuances that were impacted by that one change. Basically, in a truly competitive salary league teams should have an option to go stars and scrubs with little depth or to sign more mid tier players and use platoons and manager settings to win.
By eliminating the penalty for teams not caring about their minors it destroyed the mid tier player development and made it almost entirely a stars and scrubs league. Which makes that single a overall early 20's pitcher extraordinarily more important.
Re: Competitive balance options
What is the system 3 minors (max development) do to the minors league system? How is chosen? The other question I have is I took over a team that was pretty much shot. I had no SP or RP in the minors. The team had just completed strong 8 year playoff run. I still had offensive guys that could hit but as of last season They are all retired or I traded for key pieces on rebuild. I do not like tanking either. but my line up consist of a core group of young players around the in there mid 20's. Pitching does not develop like hitting does so my pitching is not keeping with my hitting. I have 3 young guys I can bring up this year which will make my team even younger. I have finished 82-80 and 80-82 the last two season putting out the best line up I can. I understand the penalty for tanking but do owner who are trying to rebuild teams get punished as well? Is there a way to distinguish those who are trying there best to those that purposely tank? I took over the team halfway in the 2029 season we just completed our 2036 season. I feel like I have accomplished quite a bit to get this far. I have two friends who took over worst teams in same league win over 90 games this last season. the three of us have never played simdynasty till we took over the teams we did in 2029.
Re: Competitive balance options
Pumpkin24 wrote: ↑Wed Jan 09, 2019 5:34 pm What is the system 3 minors (max development) do to the minors league system? How is chosen? The other question I have is I took over a team that was pretty much shot. I had no SP or RP in the minors. The team had just completed strong 8 year playoff run. I still had offensive guys that could hit but as of last season They are all retired or I traded for key pieces on rebuild. I do not like tanking either. but my line up consist of a core group of young players around the in there mid 20's. Pitching does not develop like hitting does so my pitching is not keeping with my hitting. I have 3 young guys I can bring up this year which will make my team even younger. I have finished 82-80 and 80-82 the last two season putting out the best line up I can. I understand the penalty for tanking but do owner who are trying to rebuild teams get punished as well? Is there a way to distinguish those who are trying there best to those that purposely tank? I took over the team halfway in the 2029 season we just completed our 2036 season. I feel like I have accomplished quite a bit to get this far. I have two friends who took over worst teams in same league win over 90 games this last season. the three of us have never played simdynasty till we took over the teams we did in 2029.
Re: Competitive balance options
Some How my daughter signon was on for the comment that I just wrote.
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Re: Competitive balance options
I think the best weapon against tankers is to thoroughly stigmatize tanking. People who do it should be publicly scorned and ridiculed. They aren't welcome in the KSL, that's for sure.