Post by CC06 on May 1, 2024 23:34:43 GMT -5
With all the nuanced trade rules being introduced in TSFBL III, I'd be a fool to think that every GM would be able to commit these to memory and perfectly apply them in all posted trades; the Failed Trades section would certainly get busy. Instead, I'd like to introduce a revolutionary Trade Machine that will change FBB sims as we know them. This machine will not only be able to tell you whether an inputted trade is legal for both sides, but also where your team will stand financially after the trade is made. The Trade Machine has four tabs:
1) View Rosters: View the full rosters of the two teams selected in the dropdown menu on the left, including current contract and years left on their current deal (this will include all option years).
2) Select Players: Select the players to put into the trade from both sides. Several players in this tab will have a notation next to their name. These can include:
3) Crunch Numbers: A financial breakdown of the trade, including a verdict for both teams on whether or not it is legal.
4) Optimal Structure: The optimal trade structure for each team, respectively, to maximize the trade exception they can get from the deal.a
I unveil the Trace Machine with a few caveats. First, it is slow. When you pick teams, let it breathe and make sure both rosters are set before picking players to trade. If you've already made a trade, I recommend reloading the app if you're planning to switch teams and try another one. Second, the Trade Machine is reliant on an updated index. I'll try my best to update the index whenever asked, but if I'm not around to do so, you're going to have to do things the old-fashioned way. Third, the Trade Machine does not have any draft picks or trade exceptions built in.
Fourth, and most important, is that I'm declaring this Trade Machine as eternally "in beta". This means that there's never going to be a final, declarative version that is sure to work correctly for every trade possibility thrown its way. It's very possible the trade machine is going to tell you a trade works when it shouldn't, or vice versa. Do not look at this as a "gotcha" moment or a "be-all, end-all", but rather an opportunity to improve its capabilities going forward. At the end of the day, the correct trade logic will always be enforced, whether the Trade Machine has it right or not.
With all that said and without further ado, I present to you the Trade Machine.
All issues and bug reports can be handled on Discord.
Notes:
a - This tab only has contract values on it, not players names.
1) View Rosters: View the full rosters of the two teams selected in the dropdown menu on the left, including current contract and years left on their current deal (this will include all option years).
2) Select Players: Select the players to put into the trade from both sides. Several players in this tab will have a notation next to their name. These can include:
- *CAN'T TRADE* - The player was recently signed or extended and cannot be traded
- *NO AGG* - The player can be traded, but cannot be aggregated with other salaries
- *PP* - The player recently extended off his rookie scale contract and his salary, for trade purposes, is Poison Pilled
- Minimum - The player is on a minimum contract
3) Crunch Numbers: A financial breakdown of the trade, including a verdict for both teams on whether or not it is legal.
4) Optimal Structure: The optimal trade structure for each team, respectively, to maximize the trade exception they can get from the deal.a
I unveil the Trace Machine with a few caveats. First, it is slow. When you pick teams, let it breathe and make sure both rosters are set before picking players to trade. If you've already made a trade, I recommend reloading the app if you're planning to switch teams and try another one. Second, the Trade Machine is reliant on an updated index. I'll try my best to update the index whenever asked, but if I'm not around to do so, you're going to have to do things the old-fashioned way. Third, the Trade Machine does not have any draft picks or trade exceptions built in.
Fourth, and most important, is that I'm declaring this Trade Machine as eternally "in beta". This means that there's never going to be a final, declarative version that is sure to work correctly for every trade possibility thrown its way. It's very possible the trade machine is going to tell you a trade works when it shouldn't, or vice versa. Do not look at this as a "gotcha" moment or a "be-all, end-all", but rather an opportunity to improve its capabilities going forward. At the end of the day, the correct trade logic will always be enforced, whether the Trade Machine has it right or not.
With all that said and without further ado, I present to you the Trade Machine.
All issues and bug reports can be handled on Discord.
Notes:
a - This tab only has contract values on it, not players names.