Post by CSCommish on Apr 10, 2022 5:42:13 GMT -5
Maximum Cash Acquired via Trade
- In 1999: 15 million
- In 2000: 10 million
- Note: This rule pertains to the maximum amount of cash that can be ACQUIRED IN TOTAL over the course of a season. You can trade some away and then decide later to acquire more. That is fine. This will prevent spending teams from continuously spending more than their baseline finances will allow.
- Note: This rule does NOT pertain to the amount of cash that can be sent. This will allow for rebuilding teams to acquire more assets.
- Purpose: To force teams spending beyond their means to keep it somewhat in check
Merchandising
- The permitted range was 5M to 10M since the beginning of the league in 1953
- In 1999, everyone has already received a 2.5M boost, so the range will effectively be 7.5M to 12.5M
- In 2000, everyone will get another 2.5M boost, and the range will become 10M to 15M
Local TV Deals
- The permitted range was 10M to 15M since the beginning of the league in 1953
- In 1999, the permitted range will become 12.5M to 17.5M. Teams having a TV deal under 12.5M have already been raised up to 12.5M
- In 2000, the permitted range will become 15M to 20M. Teams having a deal under 15M will be raised up to 15M
National TV Deals
- The permitted range will remain at 15M to 25M as it has been since 1953
- I am debating raising the floor to 20M...
Fan Interest
- The minimum floor / reset was 25
- In 1999, the minimum floor / reset is 33
- In 2000, the minimum floor / reset will be 40
Team Markets
- OOTP5 has 10 market sizes from non-existent to HUGE, but we have only used the middle 6: Small, Below Average, Average, Above Average, Good, Big
- In 1999, we are making adjustments to reduce the range of 6 slots to 4: Average, Above Average, Good, Big. Most teams other than those who are already Big have already been boosted.
- In 2000, we will further reduce the range to 3: Above Average, Good, Big. Again, about half of the teams will again be boosted.
- See comparison chart for reference: docs.google.com/spreadsheets/d/1wasOykVyjTfwvC0ysQQ4xgKwTQLCq5ma-nWdpFHsAbQ/edit?usp=sharing
Team Loyalty
- I have reset anyone below Average to be Average.
- I am debating making this a permanent floor / reset each season (like Fan Interest).
HOFFBL Stadium Modernization Act
- To ensure attendance revenues for smaller-market teams remain competitive, we will be making improvements to a few stadiums throughout the league, such that the minimum seating capacity will be 45,000.
- Those teams (looks like KCR, TEX, TOR and HOU) having less than 45,000 seats do not need to spend any money. It is coming from the "HOFFBL League Fund" ... yea.
Stadium Fund Account
- There will no longer be a $100M cap.
- Teams can convert Stadium Fund cash to cash on hand but at a 5:1 ratio, meaning if you transfer 50M Stadium Fund cash, it will only be worth 10M in cash.
Unlimited Reward Camps
Upgrades will no longer be tracked, meaning there will no longer be limits on how many times you can camp a player.
- Note: If you want to spend all your points on one player, go for it.
- Purpose: Frankly, tracking takes a long time, and we probably missed some over the years anyway. If you have the points, spend it as you like.
Reward Camp Cost Changes
Speed can no longer be upgraded.
Potential Costs
Fair 20
Average 40
Good 60
Hits +15 per step
Secondary Costs
D 15
C 25
B 35
Duration +10 per step
- Note: Reversal costs stay the same. Fielding also stays 1 per .001 up to .980 max
- Purpose: With unlimited camps, need to ratchet up costs a little bit, and to make the focus more so on reversals.
Participation
We will only track activity on 5 sims.
Opening Day sim: 15 points
First sim that begins in May: 10 points
First sim that begins in June: 10 points
First sim after All-Star Break: 15 points
First sim that begins in Sept: 10 points
- Note: You can earn the points by exporting, stating "no changes" or make a transaction (extension, release, waive, free agent signing, trade)
- Purpose: Frankly, tracking takes a long time. Trying to streamline.
Universal DH
Beginning in 2000, both leagues will use a DH.
Draft Lottery
- Beginning in 2000, we will take the first 6 draft picks and put them in an NBA-style lottery. The 7th through 30th picks will go in inverse record order as per the OOTP5 game engine, with ties favoring the higher team ID number.
- There will be 14 balls, labeled 1 through 14. 4 balls will be drawn. Given 14 n (objects) and 4 r (samples), there are 1,001 "unordered" combinations. By "unordered" this means that a drawing of 1, 4, 7, 10 is the same as a drawing of 7, 1, 10, 4.
- Team with the worst record will have 500 out of 1,000 combinations. (Combination 1, 2, 3, 4 through 2, 10, 12, 13)
- Team with 2nd worst record will have 250 out of 1,000 combinations. (Combination 2, 10, 12, 14 through 4, 7, 10, 14)
- Team with 3rd worst record will have 125 out of 1,000 combinations. (Combination 4, 7, 11, 12 through 5, 12, 13, 14)
- Team with 4th worst record will have 63 out of 1,000 combinations. (Combination 6, 7, 8, 9 through 7, 8, 10, 12)
- Team with 5th worst record will have 31 out of 1,000 combinations. (Combination 7, 8, 10, 13 through 8, 9, 10, 13)
- Team with 6th worst record will have 31 out of 1,000 combinations. (Combination 8, 9, 10, 14 through 10, 12, 13, 14)
- The final combination 11, 12, 13, 14 is unassigned; if it is drawn, the balls will be redrawn.
- Teams that tie will have their combinations split evenly across the above categories.
- Teams with less than 50 wins will have 50% of their combinations unassigned; if they are drawn, the balls will be redrawn.
- 4 balls will be drawn and matched up with the above combinations. This will determine who has the first pick. The 4 balls go back into the "hopper" and 4 balls are drawn again and so on and so forth. If a team is selected again, the balls will be redrawn.
- This will continue until the first 3 picks have been set. The remaining 3 teams will be placed in inverse record order as per the OOTP5 game engine, with ties favoring the higher team ID number. This means that the team with the worst record will not end up lower than the 4th pick, the team with the 2nd worst record will not end up lower than the 5th pick, and the team with the 3rd worst record will not end up lower than the 6th pick.
- In 1999: 15 million
- In 2000: 10 million
- Note: This rule pertains to the maximum amount of cash that can be ACQUIRED IN TOTAL over the course of a season. You can trade some away and then decide later to acquire more. That is fine. This will prevent spending teams from continuously spending more than their baseline finances will allow.
- Note: This rule does NOT pertain to the amount of cash that can be sent. This will allow for rebuilding teams to acquire more assets.
- Purpose: To force teams spending beyond their means to keep it somewhat in check
Merchandising
- The permitted range was 5M to 10M since the beginning of the league in 1953
- In 1999, everyone has already received a 2.5M boost, so the range will effectively be 7.5M to 12.5M
- In 2000, everyone will get another 2.5M boost, and the range will become 10M to 15M
Local TV Deals
- The permitted range was 10M to 15M since the beginning of the league in 1953
- In 1999, the permitted range will become 12.5M to 17.5M. Teams having a TV deal under 12.5M have already been raised up to 12.5M
- In 2000, the permitted range will become 15M to 20M. Teams having a deal under 15M will be raised up to 15M
National TV Deals
- The permitted range will remain at 15M to 25M as it has been since 1953
- I am debating raising the floor to 20M...
Fan Interest
- The minimum floor / reset was 25
- In 1999, the minimum floor / reset is 33
- In 2000, the minimum floor / reset will be 40
Team Markets
- OOTP5 has 10 market sizes from non-existent to HUGE, but we have only used the middle 6: Small, Below Average, Average, Above Average, Good, Big
- In 1999, we are making adjustments to reduce the range of 6 slots to 4: Average, Above Average, Good, Big. Most teams other than those who are already Big have already been boosted.
- In 2000, we will further reduce the range to 3: Above Average, Good, Big. Again, about half of the teams will again be boosted.
- See comparison chart for reference: docs.google.com/spreadsheets/d/1wasOykVyjTfwvC0ysQQ4xgKwTQLCq5ma-nWdpFHsAbQ/edit?usp=sharing
Team Loyalty
- I have reset anyone below Average to be Average.
- I am debating making this a permanent floor / reset each season (like Fan Interest).
HOFFBL Stadium Modernization Act
- To ensure attendance revenues for smaller-market teams remain competitive, we will be making improvements to a few stadiums throughout the league, such that the minimum seating capacity will be 45,000.
- Those teams (looks like KCR, TEX, TOR and HOU) having less than 45,000 seats do not need to spend any money. It is coming from the "HOFFBL League Fund" ... yea.
Stadium Fund Account
- There will no longer be a $100M cap.
- Teams can convert Stadium Fund cash to cash on hand but at a 5:1 ratio, meaning if you transfer 50M Stadium Fund cash, it will only be worth 10M in cash.
Unlimited Reward Camps
Upgrades will no longer be tracked, meaning there will no longer be limits on how many times you can camp a player.
- Note: If you want to spend all your points on one player, go for it.
- Purpose: Frankly, tracking takes a long time, and we probably missed some over the years anyway. If you have the points, spend it as you like.
Reward Camp Cost Changes
Speed can no longer be upgraded.
Potential Costs
Fair 20
Average 40
Good 60
Hits +15 per step
Secondary Costs
D 15
C 25
B 35
Duration +10 per step
- Note: Reversal costs stay the same. Fielding also stays 1 per .001 up to .980 max
- Purpose: With unlimited camps, need to ratchet up costs a little bit, and to make the focus more so on reversals.
Participation
We will only track activity on 5 sims.
Opening Day sim: 15 points
First sim that begins in May: 10 points
First sim that begins in June: 10 points
First sim after All-Star Break: 15 points
First sim that begins in Sept: 10 points
- Note: You can earn the points by exporting, stating "no changes" or make a transaction (extension, release, waive, free agent signing, trade)
- Purpose: Frankly, tracking takes a long time. Trying to streamline.
Universal DH
Beginning in 2000, both leagues will use a DH.
Draft Lottery
- Beginning in 2000, we will take the first 6 draft picks and put them in an NBA-style lottery. The 7th through 30th picks will go in inverse record order as per the OOTP5 game engine, with ties favoring the higher team ID number.
- There will be 14 balls, labeled 1 through 14. 4 balls will be drawn. Given 14 n (objects) and 4 r (samples), there are 1,001 "unordered" combinations. By "unordered" this means that a drawing of 1, 4, 7, 10 is the same as a drawing of 7, 1, 10, 4.
- Team with the worst record will have 500 out of 1,000 combinations. (Combination 1, 2, 3, 4 through 2, 10, 12, 13)
- Team with 2nd worst record will have 250 out of 1,000 combinations. (Combination 2, 10, 12, 14 through 4, 7, 10, 14)
- Team with 3rd worst record will have 125 out of 1,000 combinations. (Combination 4, 7, 11, 12 through 5, 12, 13, 14)
- Team with 4th worst record will have 63 out of 1,000 combinations. (Combination 6, 7, 8, 9 through 7, 8, 10, 12)
- Team with 5th worst record will have 31 out of 1,000 combinations. (Combination 7, 8, 10, 13 through 8, 9, 10, 13)
- Team with 6th worst record will have 31 out of 1,000 combinations. (Combination 8, 9, 10, 14 through 10, 12, 13, 14)
- The final combination 11, 12, 13, 14 is unassigned; if it is drawn, the balls will be redrawn.
- Teams that tie will have their combinations split evenly across the above categories.
- Teams with less than 50 wins will have 50% of their combinations unassigned; if they are drawn, the balls will be redrawn.
- 4 balls will be drawn and matched up with the above combinations. This will determine who has the first pick. The 4 balls go back into the "hopper" and 4 balls are drawn again and so on and so forth. If a team is selected again, the balls will be redrawn.
- This will continue until the first 3 picks have been set. The remaining 3 teams will be placed in inverse record order as per the OOTP5 game engine, with ties favoring the higher team ID number. This means that the team with the worst record will not end up lower than the 4th pick, the team with the 2nd worst record will not end up lower than the 5th pick, and the team with the 3rd worst record will not end up lower than the 6th pick.