Loony BoB
International Captain
As far as I know, my end of regular season batting rating was 218. I had no rating as a bowler as I did not bowl in 5D matches. My rating as a fielder was 4. These were taken from this file, which has ratings that any member can view in the files which are zipped. The files are rating01.html, rating02.html and rating03.html. Are these not the skill ratings? If not, that's what I was meaning when I said that salary should be based on skill ratings - they should be based on the total of all ratings taken from the 5D stats which are released throughout the series. The rating at the start of the series should be used to calculate the cost of the player per season of contract. Simple and easy.
The amount of rating points (or money, whatever) that a team should be able to spend should be based on the total of all players' ratings divided by the number of teams and then with about 1-5% added on to ensure we don't end up with players not being able to be afforded by any team at all. It would make the whole system more fair, too, as the ratings would be evenly balanced.
The only real problem would be managing to get equal teams the first time around. After the first lot of contract-signing etc, though, it should get a lot easier in the future as it becomes obvious which players will be up for grabs and when. Once a contract ends, the cost of the player can be reset according to his total ratings and then the club can either state that they can or can't afford to keep him - if they can't, then other clubs can lick their chops and make offers to the player.
One thing managers (or captains) would have to keep in mind is how often a player would be available, too, as they'd often have to run off for CW XI duties.
I think this would allow for the players to have a lot more involvement with their careers and CW Dev League in general, which is always a good thing as too often we see invaluable players not posting in CW, and this would ensure they are keeping a real eye on how things go.
A contract would require a player to be active, of course. If a player becomes inactive, s/he would be considered in breach of contract and thus removed from the future seasons until they return, as with the real world.
The amount of rating points (or money, whatever) that a team should be able to spend should be based on the total of all players' ratings divided by the number of teams and then with about 1-5% added on to ensure we don't end up with players not being able to be afforded by any team at all. It would make the whole system more fair, too, as the ratings would be evenly balanced.
The only real problem would be managing to get equal teams the first time around. After the first lot of contract-signing etc, though, it should get a lot easier in the future as it becomes obvious which players will be up for grabs and when. Once a contract ends, the cost of the player can be reset according to his total ratings and then the club can either state that they can or can't afford to keep him - if they can't, then other clubs can lick their chops and make offers to the player.
One thing managers (or captains) would have to keep in mind is how often a player would be available, too, as they'd often have to run off for CW XI duties.
I think this would allow for the players to have a lot more involvement with their careers and CW Dev League in general, which is always a good thing as too often we see invaluable players not posting in CW, and this would ensure they are keeping a real eye on how things go.
A contract would require a player to be active, of course. If a player becomes inactive, s/he would be considered in breach of contract and thus removed from the future seasons until they return, as with the real world.