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In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #1
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of it's projected income.
I believe that this equates to either a 75% (total wages figure) or 65% (playing wages).
After posting some info in the Barnet data thread, a fellow Barnet fan asked me how Barnet were getting on and so I looked for the first time in the game.
Here are my findings.
Quote:
They are doing well in the demo, (as they are in real life, and currently sit 5th in League 2 near the end of the demo, (29th December). This however is a little misleading as there seems to be things happening that just could not and would not happen in real life due to the financial constraints imposed upon them.
The AI team selection has been a little strange to say the least.
Yakubu only made 7 starts so far this season.
Sag has made only 1 sub appearance.
Seanla has started 22 times.
JO'C has started 25 games.
NicNic has made only 3 starts.
The AI Paul Fairclough has signed 4 players since the game has started.
Tony Caig. 33 year old GK on a free transfer from....... Vancouver ! His status in indespensible and he is on £700pw.
Shaun Cooper. 24 year old right back for £18,000 from League 1 Bournemouth, (who he played 33 times for last season ). He's also indespensible and is paid £975pw.
Scott Donnelly. 20 year old utility midfielder on free transfer from QPR. He classed as an important team player and is paid £625pw.
Brett Johnston. 22 year old left back from Northampton for £3,000. He's classed as an important player and paid £525pw.
I know that the League 2 wage cap isn't incorporated into the game, but because it isn't, PF is able to go and get these players in which is soooo unrealistic.
The amounts paid for the players are only small so that's not the issue, but the wages are of an amount that we simply do not have the ability to pay.
If SI are unable to introduce the salary cap into the game then they should at least tweak finances accordingly to make it more realistic.
The way it is at the moment is just so far removed from reality it's unbelievable.
Scott Cooper players 33 times for Bournemouth in League 1 last season and is somehow persuaded to drop down a division, for a club that has struggled in recent years, and who should have just about the smallest wage budget in the division.
I'm not sure if this comes under the remit of the "data team", but it does need looking at by somebody .
I honestly can't see why the "salary cap" isn't in the game as it's absence makes a mockery of everything else that happens in real life.
In reality, Barnet are a club who cannot afford even to match the wages paid my some of the senior clubs in the Conference, and until something is done about it, a realistic simulation of lower league football in England is impossible .
10-15-2007, 01:48 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #2
I find the lower leagues incrdibly frustrating when a big side gets relegated, as in real life they are forced to sell their best players over recent years look at Southampton, Forest, Sheff weds and leeds(who now have Constantine up front! aha)
but in FM its all too easy to keep players performing against their will(some arnt even bothered) and it makes a small club trying to rise already knowing they have no chance of promotion becasue the 3 that came down are far more powerful then them.
The addition of the salary cap should be in becasue FM strives for realism but would also eradicate this problem, and if you imagine being a big club getting relegated - it would involve some skill in getting the best price for stars keen to jump a league and bring in the best of lower standard(and wage) players!!
PS - Because the title is so long it took me ages to find the post now button!!
10-15-2007, 01:54 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #3
Just looking at it from a different perspective, there are a fair few who like to take a small club and make them big as quick as possible, who would probably hate the salary cap.
I'm not saying you are wrong, I just wonder whether it is one of those playability over realism issues. I'm throwing the thought in more for debate than anything.
Then again, salary cap or no salary cap, I suck at lower league because I just don't have the knowledge of that level, so frankly what do I know!
10-15-2007, 01:57 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #4
I thought SI said they wanted to the see the IRL impacts of this before putting it into the game.
10-15-2007, 01:58 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #5
Originally posted by playmaker:
Just looking at it from a different perspective, there are a fair few who like to take a small club and make them big as quick as possible, who would probably hate the salary cap.
I'm not saying you are wrong, I just wonder whether it is one of those playability over realism issues. I'm throwing the thought in more for debate than anything.
Then again, salary cap or no salary cap, I suck at lower league because I just don't have the knowledge of that level, so frankly what do I know!
True but this why SI could have options setup for those who want the realism and those who just want to pick up the game and play.
It then pleases both camps.
But have to say its a big miss to have this rule missing. Its like playing a league without playoffs.
10-15-2007, 01:59 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #6
Originally posted by playmaker:
Just looking at it from a different perspective, there are a fair few who like to take a small club and make them big as quick as possible, who would probably hate the salary cap.
I'm not saying you are wrong, I just wonder whether it is one of those playability over realism issues. I'm throwing the thought in more for debate than anything.
Then again, salary cap or no salary cap, I suck at lower league because I just don't have the knowledge of that level, so frankly what do I know!
Its becoming very difficult to that in recent versions, you have to buy then gel, you rarely assemble a new squad of higher standard players upon promotion and succeed first time around so i think for those of us who play down n the doldrums of the FM world, it would suit.
I understand what your saying, nonone wants to sit through the board meetings in game!
10-15-2007, 02:01 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #7
The salary cap is something I would definately like to see introduced into the game.
The game strives to be the most realistic on the market & such a glaring ommition does need to be looked at if only to make my LLM efforts that little more rewarding.
Another great shout Jimbo.
10-15-2007, 02:04 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #8
Originally posted by Fevs:
I thought SI said they wanted to the see the IRL impacts of this before putting it into the game.
The salary cap has been in place for a number of seasons now, it does appear to be having a positive effect on the lower leagues & as such I think it's here to stay.
10-15-2007, 02:12 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #9
When we research our sides for FM we have to say how much extra finances the club has for transfers/wages.
So in that respect, the wage budgets should be pretty good at the start of the game.
As for the wage cap - it's being looked into.
10-15-2007, 02:13 PM
In real life, there has been a "salary cap" used in both League 1 & 2 which limits the amount a club can spend on wages to a % of its projected income Post #10
A suggestion I would put forward to sort this out would be to either introduce the salary cap like you said, or not allow clubs to actually go over their wage budgets unless it was only by a relatively low margin in comparison to the sort of income they are expected to be getting. I think the realism of the budgets are a major factor in this sort of thing, most of the time they are either too high in relation to the clubs financial status, or too loose in terms of how much freedom they give you. At times it seems like wage budgets have nothing at all to do with the running of the club, when finance is extremely important to any team, more so for the don't haves that the do haves in money terms.
In FM07, I had a long term game with Burton Albion and when I eventually managed to get out of the conference, I was already several thousand pounds over my wage budget and if I bid for players that wanted a low enough wage to fit into the reduced contract offers I could make from being over-budget, the board would still let me sign them without doing anything whatsoever about it - even though I was plunging the club into financial uncertainty.
True, the side I brought in did achieve promotion, but there is no way that the board were aware that this was a possibility as they predicted safe mid-table finish, however they still sanctioned the deals, forcing themselves into spending money that either wasn't there, or shouldn't be there.
The fact that I was allowed to go so far over my wage budget and not really suffer any consequences or board objections is highly unrealistic and does reduce the realism/difficulty levels considerably, but as playmaker says, at what point should the game draw the line, the playability vs realism debate is a very good one.
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