Realistic contracts?

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Kriegsmarine
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Re: Realistic contracts?

Postby Kriegsmarine » Thu Feb 15, 2018 3:50 pm

Using the calculator with some minor tweaks for player roles gave me the following contracts:

Brandin Cooks WR 87 OVR
$35.92m/4 years

Shaq Mason RG 88 OVR
$29.50m/4 years

Trey Flowers RE 87 OVR
$23.65m/3 years

Malcom Brown DT 83 OVR
$24.20m/3 years

Eric Rowe CB 79 OVR
$15.38m/3 years

Patrich Chung SS 85 OVR
$16.50m/3 years

Stephen Gostkowski K 85 OVR
$8.13m/3 years

Ryan Allen P 78 OVR
$8.13/3 years

Re: Realistic contracts?

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jose21crisis
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Re: Realistic contracts?

Postby jose21crisis » Thu Feb 15, 2018 10:01 pm

Nice. Man, with the calculator I might have to be more careful when it comes to getting Free Agents and resigning people. I wonder, how do you handle draft picks with this? Would you just use the calculator or use NZA's Editor to fix the contracts?
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.

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Kriegsmarine
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Re: Realistic contracts?

Postby Kriegsmarine » Fri Feb 16, 2018 10:23 am

jose21crisis wrote:Nice. Man, with the calculator I might have to be more careful when it comes to getting Free Agents and resigning people. I wonder, how do you handle draft picks with this? Would you just use the calculator or use NZA's Editor to fix the contracts?


My roster shat out on me in Free Agency so I never got to the draft. Going to do some sims with a more recent roster (as I was still using the default FF/FI 2017 one) and see how it works out today. I reckon I'll still use NZA to fix the contracts out of pure convenience, seeing as it does the salary per round automatically which would be a headache to figure out, unless the disparity is too big.

Brock
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Re: Realistic contracts?

Postby Brock » Fri Feb 16, 2018 4:35 pm

What do we put for weapon/role values?

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jose21crisis
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Re: Realistic contracts?

Postby jose21crisis » Fri Feb 16, 2018 5:23 pm

Brock wrote:What do we put for weapon/role values?


A while ago, I did a listing of what roles and weapons did on player ratings and trade value, you can find that here.

Team Leader
The player must have 25+ Morale and 85+ Overall.
Increases the value of the player during trades by 5%.
All young players will receive +10 MOR and +2 AWR. All players in their prime will receive +10 MOR and +1 AWR.


You look for the line that says "Increases the value of the players during trades" or "Decreases the value of the player during trades". You input the value mentioned. If it says "Decrease" you place it in negative. Player weapons are valued 5%, and Star Player Weapons are valued 10%.
Semper fi
If you fail to plan, you plan to fail. Always have a plan. And a backup plan. And backups to the backup.
And be able to improvise.

Brock
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Posts: 159
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Re: Realistic contracts?

Postby Brock » Sun Feb 18, 2018 9:05 am

This will probably sound stupid, but do you them in as regular numbers or as decimals? The role values that is.


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