View Single Post
Old 10-29-2007, 10:18 AM   #5 (permalink)
darkcloud4579
Hall Of Famer
 
darkcloud4579's Avatar
 
Join Date: Jun 2003
Location: All over the place..
Posts: 4,593
Here are the variables for the spreadsheet.

MARKET SIZE: Approx. population of the team's city. In the case of a city with more than one team, you can divide it however you see fit or find other mechanisms to account for the strength of a market (e.g. in my spreadsheet example, I gave the Yankees extra market area for parts of New York and Hartford)

TICKET INCOME: This is the base ticket income number that where the average ticket price is $15 and takes 25% of the market size to determine the amount of ticket revenue the team generates.

WIN PCT: Winning percentage for the current season (spreadsheet should be done at the end of the postseason before free agency for best results)

RS-RA=RD (Runs scored - Runs Against = Runs Differential

CP (Current Performance Factor)
Takes Runs Differential and multiplies it by the team's winning percentage.

PERFORMANCE INCOME: Attaches a dollar value using the performance factor. The presumption is, the more productive your team is, the more income you yield from this. CP X $100,000

BANDWAGON FACTOR: The bandwagon factor accounts for your team's success over the past four years (includes the current season. current season is multipled times four, last season by 3, 2 years ago by 2 and 3 years ago by 1, which are added together and then divided by six)

BANDWAGON BONUS: Designed to reward teams that have had some measure of success. The most tweakable part of the formula, because it's subtracts the team's bandwagon factor from 750.

Quote:
Example: A team that won 51 games this season, but won 103 the year before and 94 each of the two previous, received no bandwagon bonus for the current year, because their bandwagon factor is at 716, below the cutoff of 750.
This might be a "little" too harsh, but when I first devised the formula, it was way too forgiving and everybody got the bandwagon bonus.

Quote:
By contrast, the Yankees (big surprise) in this particular universe won 95 games this year, 104 the year before and 89 in each of the previous two before that. They had a bandwagon factor of 884, the highest of anyone, making them an extra $13.4 million. This could best simulate merchandise bonuses associated with winning more.
Again, it could be tweaked to be lower since you could use it to simulate spikes in merchandising for a big signing, etc.

The formula is:

Code:
=IF(N9>0,N9*$100,000)
PLAYOFF SHARES: It's current at 0-5, 0 for teams that don't make the playoffs and ranging from 1 to making the playoffs to 5 for winning it all. In my previous setup, we had four rounds of playoffs. But no more, so that would change -- for me -- to 0-4. Teams get $1 million per round they advance to and $4 million for winning it all.

OPENING PAYROLL: Payroll on opening day.

SEASON END PAYROLL: Payroll at the last day of the regular season. I've also done it where I'll calculate the payroll figure the almanac records at the end of the season, but this is usually something I choose to do when first implementing the sheet, not after that usually.

AVERAGE PAYROLL: Averages the two payroll numbers. This is the number I put into the game for team payroll.

MEDIA $: My formula takes into account national media money, which I estimated at about $123.5 million per team, taking into account a recent -- but not the current -- MLB national media deal. I don't attempt in this particular calculation to account for internet or radio money. Local media money is also calculated at 40% of market size. This number is haphazard, but should intentionally benefit bigger market clubs.

BUDGET: Revenue minues average payroll.

THIS SEASON: I forgot to add this season's numbers to the bandwagon factor, hence, it gets pushed to the end of the spreadsheet. Oops.

CASH: 35% of team budget. This is the available cash part I put into the game.

AVAIL. BUDGET: Available budget used to end the spreadsheet and went into the game as the budget number for each team. I've tweaked the formula now, by adding a salary floor to it. It subtract budget from cash to get a number.

But I've now added an average of all of the league payrolls to create a salary floor. It forces teams to spend at least the average amount of payroll. If payroll goes up across the league. It prevents teams from stockpiling cash from the TV deal, without improving their rosters, which OOTP AI inevitably does when you play solo for computer teams.

The spreadsheet used to end here. The other elements are new and I haven't even implemented them in my own game yet.

SDF: Sugar Daddy Factor is basically how many A-Rod's your rich owner can buy you. ($30 million per 1) I think I devised this fact to be no more than a factor of 1 and I'm still tweaking how this will work. I don't want it to be ridiculous, yet, I do want it to factor for an owner who has deep pockets and wants to win. Maybe it can be a regressive number over time. The rule of thumb for this particular area is this. Think of the 'owner' of the team. How many times could he literally for one year, dig down in his OWN pocket and pay $30 million. There just aren't a lot of people who could afford to do it, let alone be much less willing to do it. So this number shouldn't be that high. If you have an SDF over 3, then this dude must be a legit billionaire. And even then, anything over 5 and we're getting into Paul Allen/Bill Gates territory. Of course, if your team has a corporation as its owner, that could easily put the number over 5.

CASH TOTAL: Your owner's contribution to the bottom line, plus team cash is how much cash you have at your disposal. I originally slated this for the cash area in the game. But until I tweak the sugar daddy factor..I wouldn't do that with it, because it'll be a lot of money. Which is okay, I guess. But could skew the model quite a bit, depending on what your intent is.

MMB: (Market Maximization Bonus)
Basically, if you're over .500, you get more ticket money. You get takes 35% of the market and the average ticket price is $50. Benefits bigger markets obviously, but can be vital to the survival for a small market team's sustained success.

FINAL BUDGET: In my spreadsheet this isn't complete and so, if you look at it and see all of the negative numbers, it's because I haven't accounted for owner strength throughout my league yet.

TOTAL AVAILABLE: This will be the new number that we'll put into the team budget area in the game. I figured this out after playing around the model a bit, because this is how OOTP interprets it, so it has to be this way. Don't worry about my semantics, just appreciate the end result.

Last edited by darkcloud4579 : 11-01-2007 at 01:23 AM.
darkcloud4579 is offline   Reply With Quote