2013 RULES: LTC Figures Based Upon Real or Sim Contracts?
Posted: Wed Mar 13, 2013 1:16 pm
There are a lot of complicated discussions digging deep into long-term contract option price calculations. Feel free to dig deep into those in comments here, but for starters we'll do a simpler poll regarding the basic foundation of how numbers are determined.
Right now, I believe we take the top 10 simulation contracts for annual salary (+ roster bonus) for players at the same position with roughly the same grade (plus or minus 2). The LTC option for that player with various choices is currently based upon an average of those salaries of top 10 players at same position with similar grade.
There can be cases on an individual basis where perhaps a contract restructuring or out-performed lowly rookie deals or huge over-pays to free agents may throw the odd contract or two into those top 10 salaries to average out. There's room to further explore tweaks to that formula with considering all salaries across all leagues for larger sample and/or throwing out the extremes on both ends or expanding/restricting certain salaries it includes in the average, but that gets into more complicated discussion.
One might say it sucks to have an oddity like another GM overpaying at a particular position or a couple older vets at that position being forced into contract restructurings screw your team or mess up the average, while others may say that's the kind of stuff that can happen in real life also with unpredictable agent demands or odd market forces doing things to individual values that aren't always from everything-has-to-always-be-fair-land and getting a bad LTC value you see as unfair might be similar to having an uncooperative agent demanding too much or on the flip side for deals seen as unfairly too low you also see that in reality sometimes with some players staying home for less. If we're going to go through the trouble of generating a value, though, I'll agree some care should be put into trying to have the most reasonable numbers.
I think there's probably also been some discussion about having grades be so vital to that determination, when some players might have a current grade more people see as either too high or too low that could be different a couple months later when new grades come out. I'd say the way we're setup, we'll always have to use grades as some kind of standard for both determining individual options as in this case or for impacting team performance on sim field. Although always some disagreements about grades, some objective standard is vital for how we operate. As teams have a fairly large window for when they can sign a player to an LTC even while still under contract a year away from free agency, I'd say if they think a player's grade is going to drastically change ahead that they'd be advised to use their thinking there to plan out the best time to LTC a guy, not unlike reality where a team might try to lock a young player up earlier than they have to hoping for a medium sized deal if they fear he may be too expensive once he gains more proven value down the line. I can't really see situations where we have contracts shift in the future if a player's grade rises later either as I believe was suggested, as that would be so difficult to individually manage every player's performance changes and goes against how contracts have been written ahead fixed. If a player's salary next year was impossible to know until his new grade came out, I don't see that as something workable or realistic.
For the current basic question of basing LTC values around either sim contracts, real contracts or franchise tag values, the easiest would seem to be using the published franchise tag figures. If we just did that, I wouldn't have had to program the current contract lookup and averaging scripts we used last year. There would just be one figure to look up and adjust from that somehow (such as one recent suggestion of for every grade point less being a percent off the franchise tag value for that position), instead of having the system gather a collection of similar grade/position contracts. We have done that leg work already, though, so it's not as bad now to just add in some tweaks to the calculations now that it already gathers all the related sim deals. We could also attempt to gather up real contract values from NFL for players of that grade/position instead of using our sim contracts, but while the access to that information is better now than in the past perhaps there are issues and added labor involved in keeping up with that.
Let's first try to see if some strong feelings toward either using our sim contracts or franchise tag values as the basis of any LTC value. If there are strong leanings one way or the other, then we can get into how to exactly adjust a formula or process from one of those base figures.
Some of the complexities involved in creating a utopia of perfect fairness will be beyond what we can really do, and we can't hold fake sim player individual negotiations to be on a perfect case-by-case individual situation basis for every player's unique situation. The best we can do is try to put some process/formula together that put our generably reasonable figures for most of the players and leave it up to the teams to voluntarily take them or not, but even if numbers are generated a team doesn't like there are still tons of other options and avantages to retain the player otherwise beyond this one option that's just one of many.
Right now, I believe we take the top 10 simulation contracts for annual salary (+ roster bonus) for players at the same position with roughly the same grade (plus or minus 2). The LTC option for that player with various choices is currently based upon an average of those salaries of top 10 players at same position with similar grade.
There can be cases on an individual basis where perhaps a contract restructuring or out-performed lowly rookie deals or huge over-pays to free agents may throw the odd contract or two into those top 10 salaries to average out. There's room to further explore tweaks to that formula with considering all salaries across all leagues for larger sample and/or throwing out the extremes on both ends or expanding/restricting certain salaries it includes in the average, but that gets into more complicated discussion.
One might say it sucks to have an oddity like another GM overpaying at a particular position or a couple older vets at that position being forced into contract restructurings screw your team or mess up the average, while others may say that's the kind of stuff that can happen in real life also with unpredictable agent demands or odd market forces doing things to individual values that aren't always from everything-has-to-always-be-fair-land and getting a bad LTC value you see as unfair might be similar to having an uncooperative agent demanding too much or on the flip side for deals seen as unfairly too low you also see that in reality sometimes with some players staying home for less. If we're going to go through the trouble of generating a value, though, I'll agree some care should be put into trying to have the most reasonable numbers.
I think there's probably also been some discussion about having grades be so vital to that determination, when some players might have a current grade more people see as either too high or too low that could be different a couple months later when new grades come out. I'd say the way we're setup, we'll always have to use grades as some kind of standard for both determining individual options as in this case or for impacting team performance on sim field. Although always some disagreements about grades, some objective standard is vital for how we operate. As teams have a fairly large window for when they can sign a player to an LTC even while still under contract a year away from free agency, I'd say if they think a player's grade is going to drastically change ahead that they'd be advised to use their thinking there to plan out the best time to LTC a guy, not unlike reality where a team might try to lock a young player up earlier than they have to hoping for a medium sized deal if they fear he may be too expensive once he gains more proven value down the line. I can't really see situations where we have contracts shift in the future if a player's grade rises later either as I believe was suggested, as that would be so difficult to individually manage every player's performance changes and goes against how contracts have been written ahead fixed. If a player's salary next year was impossible to know until his new grade came out, I don't see that as something workable or realistic.
For the current basic question of basing LTC values around either sim contracts, real contracts or franchise tag values, the easiest would seem to be using the published franchise tag figures. If we just did that, I wouldn't have had to program the current contract lookup and averaging scripts we used last year. There would just be one figure to look up and adjust from that somehow (such as one recent suggestion of for every grade point less being a percent off the franchise tag value for that position), instead of having the system gather a collection of similar grade/position contracts. We have done that leg work already, though, so it's not as bad now to just add in some tweaks to the calculations now that it already gathers all the related sim deals. We could also attempt to gather up real contract values from NFL for players of that grade/position instead of using our sim contracts, but while the access to that information is better now than in the past perhaps there are issues and added labor involved in keeping up with that.
Let's first try to see if some strong feelings toward either using our sim contracts or franchise tag values as the basis of any LTC value. If there are strong leanings one way or the other, then we can get into how to exactly adjust a formula or process from one of those base figures.
Some of the complexities involved in creating a utopia of perfect fairness will be beyond what we can really do, and we can't hold fake sim player individual negotiations to be on a perfect case-by-case individual situation basis for every player's unique situation. The best we can do is try to put some process/formula together that put our generably reasonable figures for most of the players and leave it up to the teams to voluntarily take them or not, but even if numbers are generated a team doesn't like there are still tons of other options and avantages to retain the player otherwise beyond this one option that's just one of many.