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APF Players' Madden 10 League: Logistics

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Old 08-03-2009, 02:34 PM   #1 (permalink)
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APF Players' Madden 10 League: Logistics

Round Two:

Googledocs Global Cap Sheet: http://spreadsheets.google.com/ccc?k...NMFNwZWc&hl=en

This is where you update your team's roster and cap situation. It is viewable by all and saves automatically. You simply need to create an account using your regular email and a password. Owners are now responsible for maintaining their sheets on their own.

Schedule: 2 games per week, advancing on Wed. 8 PM Central and Sun. 7-8 AM Central.

Boot/Drop If an owner has a work/life issue that prevents him from getting his game in, I will do a boot for that player so the other owner can play the CPU. The booted player will be sent a Live invite immediately after the boot so he can rejoin when his commitments allow. If an owner becomes absent for several games and does not communicate a reason, we will look for a replacement.

Settings: 10 mins, 15 second runoff, All Pro (object now or forever hold your peace).

Cap 7,800.
This is a number Kasey and I discussed as a fair and realistic number to create parity without totally castrating teams. 6 teams are in cap trouble for next year, just about like real NFL life. The cap will be re-evaluated each season to adjust for progression/regression and draft picks.

Free Agency You can bid on FA (info below) only if you are under the cap number. If you are over, you can keep things as-is but will have to make some roster moves to lower your number after the season.

We will operate on a silent bid format for free agency. If you are under the cap, send me your bid(s) via PM. FA will be awarded to the highest bidder.

The period will open now and close tomorrow evening at 5 PM Central. If you submit multiple bids, make sure you have the cap room to sustain those bids.

Free Agent bidding will start at the player's base price within the cap system. In other words, you will not be able to start the bidding at 5 pts and walk away with a freebie; you will have to pay the player at least his base value.

Cuts If you release a player, please post that transaction in the roster movements thread, using a single post to keep all your transactions for the season. Cut players will have their salaries tallied by Kasey and I and figured into the cap at season's end.

Roster Regulations If you sign a free agent, you must keep him for the balance of the season. There will be no sign and trade deals.

You may trade as you please among user owned teams, so long as the cap number stays at or below 7,800 for both teams.

The two exceptions to this rule are:
Rookies will be non-tradable.

There will be no trading within your division

Injured Reserve Guidelines

If a player suffers a season-ending injury and can be released by the user or the commissioner, we will use the FA pool as a repository for IR players. You may cut your injured player without cap penalty and sign another player to fill his roster spot.

The new player will get an automatic 1-year deal so there is no long-term commitment to the replacement. At the end of the season the IR player will be placed back on the team and we'll proceed normally from that.

Anyone who signs such a player will be castrated and then given a male brazilian with hot wax.

Cap Spreadsheet Upkeep
As you can see, Kasey and I made this almost completely pain free. All the players and numbers are there. You will have one responsibility over the course of the first season: check rotoworld.com for your long-term contracts, and adjust the year length field accordingly. We didn't have time to do the math for the entire league, and this will take you 15 mins. No bitching.

That aside, you have nothing to do to manage this until the offseason. Should you choose to sign a FA, it will take you one deleted row for the released player and then 2 mins or less to input the new guy's value in that row to generate the cap number.

League Start Date
We will start the OF as soon as the FA period is over--tomorrow at 5 PM Central.

Signup Info ACBQ, password OS.

Most Importantly: Have fun!


Pappy's post on updated roster management:

The CAP Spreadsheet.

1. Update Contract Lengths. The first thing you need to do when taking over a franchise is go HERE. There's a pull down menu on the right hand side of the screen that will allow you to switch teams.

Now you need to look up players on your Madden 10 roster and adjust their contract lengths. The website lists when they signed and how many years it was for. On the spreadsheet, you just need to put down the number of years that they have remaining on their contract. If you have a player who inked a 7 year deal in 2003, you'd change the 7 to a 1 on the spreadsheet because this is his final year.

(The only thing you change in this process is the contract length column)




2. Free Agency.The first free agency period will take place during a time that Autumn will specify before the NFL draft. Teams will bid on a players base salary and whoever makes the highest bid will win the rights. From this point, you need to tell Autumn whether you want a long or a short contract. Short contracts will last anywhere from 1-3 years, long contracts are 4-6. Whatever you agree to pay that free agent remains static throughout their contract. However, short deals cost 25% more.

For example, let's say that I won the rights to Ed Reed at 350 points. If I sign him to a 6 year deal, I'll have to pay him those 350 points each year. If I sign him for 2 years it's going to cost me 438. It makes sense to lock up your valuable pieces to long deals. After the initial betting period is over, free agency will run until the deadline.




3. Potential Issues When Updating Your Spreadsheet

There is a player on my spreadsheet who isn't on my team.
When Creatine and Autumn put this together there were a few cases where guys got cut. If this is the case, just delete him from the spreadsheet.


There is a player on my team who isn't on the spreadsheet. All you need to do is plug in his information using Kasey's key.





Rotoworld doesn't list my player's contract information.
If you come across this just give that player a 1 year deal.



4. Next Season
At the beginning of next season you're going to have to make changes to your spreadsheet.

- Change overall ratings.

- Update everyone's age by one year.

- Take one year away from the contract length.
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Old 08-03-2009, 10:23 PM   #2 (permalink)
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Re: APF Players' Madden 10 League: Logistics

It's hard for me to get a mental grasp on numbers without being able to scroll through my roster on the game. From what I've been reading in that thread, it seems like the system they're working on is okay. I think I'll be down with pretty much anything as long as it makes sense. Does the online franchise not have a salary cap already built in?
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Old 08-04-2009, 12:17 AM   #3 (permalink)
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Re: APF Players' Madden 10 League: Logistics

Quote:
Originally Posted by Pappy Knuckles
It's hard for me to get a mental grasp on numbers without being able to scroll through my roster on the game. From what I've been reading in that thread, it seems like the system they're working on is okay. I think I'll be down with pretty much anything as long as it makes sense. Does the online franchise not have a salary cap already built in?
There's no system for the salary cap in online franchise. It's an egregious an inexcusable error imo to put it out without that feature, but that's what we have, so we have to work with it.

My basic concern is parity, but I don't want to be overbearing about it. It would be nice to know that the upper-echelon teams can't stockpile talent without consequence, so some kind of points system would be beneficial.
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Old 08-04-2009, 12:38 AM   #4 (permalink)
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Re: APF Players' Madden 10 League: Logistics

There will most likely be a roster update on opening day with preseason rosters, so rosters could change from the ones we have now to the ones they have when the game officially drops
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Old 08-04-2009, 12:38 AM   #5 (permalink)
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Re: APF Players' Madden 10 League: Logistics

Considering how deep the Head Coach was, it's kind of surprising that they'd omit something like a salary cap in Madden. Unless someone comes up with a better way to do this, I think stealing the format from the thread you posted is probably the best way to go right now.
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Old 08-04-2009, 01:08 AM   #6 (permalink)
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Re: APF Players' Madden 10 League: Logistics

This is also a very nice salary cap system, with kickers and punters being worth way less than QBs and WRs, for example

http://thesimfranchise.webs.com/apps.../1105416-rules

Don't know how I feel about the contracts, that would be alot to keep up with.. but I do like the point system in that one.
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Old 08-04-2009, 01:35 PM   #7 (permalink)
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Re: APF Players' Madden 10 League: Logistics

I think the easiest way is something similar to the original link but with less policing. It seems that with so many players, rosters, etc it will take up too much time having to stat check & cap check. I mean, the mods & commish would have to do A LOT of work. But really there isn't any other solution that I could think of besides what the link suggested.

It definitely has to start with having a cap based on total overalls: player OVR rating x full roster ≤ CAP number. The cap number is based on a set number the league decides on. For example: the Steelers have a player OVR cap at 3926, so say we set the cap the max at 4500 with teams in lower standings receiving extra cap space (worst team gets 4500 points, SB winner gets 4000 points & staggering values between). From there owners would have to release, bid, etc while attempting to stay under their caps. That's it, no need for establishing point systems for players, just use OVRs. This adds parity & team building strategic elements to teams. Want a great defense? Your offense will have to suffer. Want great starters? Your backups will be scrubs. Want a RB by committee, elite WRs, or dominate D-line? You will have to trim elsewhere.

I would not add points to the cap each season as this causes all sorts of headaches with computing & excess work. Seeing as money isn't of value in terms of caps, there should be no need to raise the cap each season. By increasing the team cap you will eventually end up with nothing but teams with mulitple elite-rated players, this eliminates the idea of parity.
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Old 08-04-2009, 01:41 PM   #8 (permalink)
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Re: APF Players' Madden 10 League: Logistics

As for FA, we should keep it very clean & organized. Each free-agency session we start a new thread that runs X amount of days then gets locked at the end. The thread should contain two lists at the beginning: all teams & their cap totals and all FA's (with OVR's listed). As FA goes on, the mod/commish should update all teams' caps while also adding new FAs under the team name while simultaneously removing said player from the FA pool. Like this:

EXAMPLE
Post 1
Quote:
TEAM CAP:
Steelers - 3926/4000
Chargers - 3995/4250
Lions - 3805/4500

etc....
Post 2
Quote:
FREE AGENTS
QB
Bob Smith - 64
Mike James - 72
Steve Benson - 81

HB
Johnny Jones -76
Jay Hart - 81
etc...
As the FA period goes on, owners bid in the thread. Teams in the lead for a player should be noted on the first post (on first page). This gives all owners quick access to see who is in the bidding & who is still available instead of having to search the threads to see if someone one-upped their bids.
Quote:
QB
Bob Smith - 64 - Steelers
Mike James - 72 - Seahawks
Steve Benson - 81 - Cowboys

HB
Johnny Jones -76 -
Jay Hart - 81 - Lions
etc...
To determine who signs a player there are two ways: 1) no other owner bids on said player for X full days of the owners final bid and 2) FA ends with no other bid being made.

To keep everything streamlined, the commish & mods should be very active in keeping the first posts clean on the thread. As a player is signed to a team, the mods/commish should A) update the team cap while placing signed player under the team in which he signed and B) either remove X player from the FA list & or block out the name & showing who signed the player.

Post 1
Quote:
TEAM CAP

Steelers - 3990/4000
SIGNED: Bob Smith (QB)(64), etc

Chargers - 4076

Lions - 3886/4500
SIGNED: Jay Hart (RB), etc
etc....
Post 2
Quote:
FREE AGENTS
QB
Bob Smith - 64 - Steelers
-
(either delete the player from the FA pool or update his new team while locking him out so owners can dismiss him)
-
(SIGNED) Bob Smith - 64 - Steelers

Mike James - 72 - Seahawks
Steve Benson - 81 - Cowboys

HB
Johnny Jones -76 -
(SIGNED) Jay Hart - 81 - Lions
etc..
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Old 08-04-2009, 04:12 PM   #9 (permalink)
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Re: APF Players' Madden 10 League: Logistics

Quote:
Originally Posted by DakkoN
This is also a very nice salary cap system, with kickers and punters being worth way less than QBs and WRs, for example

http://thesimfranchise.webs.com/apps.../1105416-rules

Don't know how I feel about the contracts, that would be alot to keep up with.. but I do like the point system in that one.
I saw that one as well Dakkon. I like how they have that set up based on position.
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Old 08-04-2009, 05:29 PM   #10 (permalink)
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Re: APF Players' Madden 10 League: Logistics

Quote:
Originally Posted by hoosier4974
I saw that one as well Dakkon. I like how they have that set up based on position.
I'm liking Dakkon's link because it differentiates based on position.

Andromada's overall ratings model has the merit of simplicity, and I agree with the logic there that no cap increase is necessary, just a basic range within which all teams must fall and an efficient and equitable way to manage free agency. The only adjustment I'd make is to suggest that P/K not count toward the totals.
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