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Salary Cap Ideas

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Salary Cap Ideas

Postby jjack » Mon Feb 16, 2009 5:21 pm

So the 12-team 5x5 league I'm in is turning into a Dynasty league with an inaugural auction draft next week.

We've decided that we're going to have to implement a salary cap system and a free agent draft during the next off-season in order to keep talent circulating and make it possible to rebuild a team. I think we've decided on a hard cap setup where if you're not under cap by draft day, you can't draft, and if you're not under cap by opening day you will forfeit your matchups until you get under cap, so talent will be going back into the draft pool that way.

What we need is a way of adjusting the value of players from season to season. It needs to be relatively simple in order to keep our less hardcore members interested in the league, and cycle enough talent into the pool without robbing teams of their best players.

Some ideas we've had from research:

First is to just give every player a $5 raise every year up to a maximum of like $40. The problem with this is that your payroll will increase by $125 (we have 25-man rosters) every season so you will have to cut a LOT of payroll to get back under cap. And it won't be much of a dynasty keeper league if you have to axe half your team, or your best players.

The other one is to lock free agent pickups during the off-season and value players based on a 3rd party price guide (like rotoworld.com or something). Mid-season free agents would be valued according to their "book" value; if you have a drafted player they would get a raise/pay cut of their drafted value plus half the difference. That way if a player breaks out or declines significantly, you still get a benefit for taking a chance on a prospect, and there's still a penalty for buying high, but it's not quite as severe. The problem with this approach is that we would have to wait until the draft guides come out to figure out where each team stands financially which would waste a lot of off-season.

So, does anyone have ideas on how to make this work? I'm open to any and all suggestions (we're going to hammer out the details over the course of the season so it doesn't have to work right now.) I'm sorry if there's a thread on this already, I scanned a little bit and couldn't find it though.
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Re: Salary Cap Ideas

Postby jjack » Mon Feb 16, 2009 5:34 pm

Another idea our commish had was to give raises to player based on their last year's salary. He broke it down like this:

player's 35 and over would receive a $1 raise, 30-34 would receive a $2 raise, 25-29 would receieve a $3 raise, 20-24 would receive a $4 raise, 15-19 = $5 raise, 10-14 = $6 raise, 5-9 = $7 raise, and 1-4 = $8 raise.

I really like this idea because you wouldn't have to struggle so hard to get under cap; your cheap-o players that you were going to dump anyway would add up a lot faster, it wouldn't be as effective to dump stars that you paid honest value for, but there are still incentives for taking a chance on a young guy that you think will outperform his raise. If not, he goes back to auction. Any thoughts?
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Re: Salary Cap Ideas

Postby RDD15 » Mon Feb 16, 2009 7:11 pm

All players get a 20% raise over last year's draft value, always rounding up in case of a value not being a whole number ($1.1 becomes $2). Players not drafted the previous year cost $2 to keep.

Feel free to adjust the % raise players get to tailor to your needs. Or create a sliding system. Players priced $1-10 get a 30% raise, $10-20 get 25%, 20-25 get 20%, 25-30 get 15%, over 30 gets 10%. Always rounding up on fractional values.
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