Pros and Cons of Each Ballot Measure and My Voting Stance
Posted: Fri Jul 05, 2024 2:31 am
Pros and Cons of Each Ballot Measure and My Voting Stance
(We put parity on the ballot, and the league said, NO! Good luck down there!) I’m done with my savior complex. I was going to write an article on the rules that didn’t get selected for a vote, but after this round of ballots, there is no point.
(I’ll start with the least important rule changes and move to the most important rule changes. First, the few rules changes that I’m pretty sure I wouldn’t have voted on if they weren’t worth a point.)
Increase Sixth Man of the Year and Most Improved Awards from 1 to 2 Points
Pros: Further rewards for having a good bench player and an improved player. A new GM might get it.
Cons: There are already far too many points in the game. (Print that money, feds.) Holding on to a mediocre player to get an extra point. (I had someone hold a player rather than trade them because they thought he was a good candidate for Sixth Man of the Year. Weird.)
Where I’m At: I don’t care; I don’t remember what I voted for, but looking back, I would vote against it.
Grant 1 Point to Players Who Earn a Bid into the All-Star Weekend Rookie-Sophomore Game
Pros: A bad team has a slightly better chance of getting it since they should have more top-tier young talent.
Cons: Again, it creates more inflation in the game. There are already far too many points in the game. (Print that money, feds.)
Where I’m At: I really don’t care. I voted for it mostly because we track it. Every time I’d check the All-Star list, I had a player on the rookie/sophomore list, and I got nothing for it. If we are going to the trouble of the game, making it and tracking it, might as well be worth something. Otherwise, it’s just an annoying disappointment.
Feeler - Reduce Training to 1 Time a Year Before the Season. Eliminate All-Star Weekend Training
Pros: Easier for the Commissioner.
Cons: You can only train players you have at the beginning of the season, and they might not be there at the end. You can’t use athleticism training to improve a team going to the playoffs.
Where I’m At: Not a big deal either way. I voted for it mostly to make the Commissioner’s life a little easier.
(Now we have some rule changes that might matter.)
Increase the Point Maximum on Trades from 10 to 15
Pros: More flexibility in trading. More trades for people who aren’t looking to move rookies but don’t mind picking up some older players.
Cons: By inflating points (league-wide) and allowing more points between trades, points have essentially lost more value. Taxes haven’t gone up, so taxes are effectively lower. Lower taxes mean it is easier to pay after being in the tax system for multiple years.
Where I’m At: I voted for it because I think the new flexibility will add another dynamic. I also appreciate not making it unlimited because I could see that leading to problems.
Expand Playoff Teams to 8, thus Reducing Lottery Teams to 10
Pros: More teams are part of the game for longer. More teams have more chances to make the playoffs, which is fun.
Cons: Inflation again. More points are available league-wide with the addition of two now-playoff teams. There also might not be a point if an 8 never beats a 1.
Where I’m At: I voted for it because I want more teams to try to be competitive and not tank. If I have a chance to make the playoffs, I will take it.
Combine UFA and RFA to the Same Period
(While this rule change wasn’t the most important rule change to me, I found it the most interesting.)
Pros: Makes the Commissioner’s life easier. (If you’ve ever tried to make those tables, you know what I’m talking about. Early 90’s software; if you can call it that.) It’s more realistic. Why don’t RFA bids count against the cap? It makes no sense. RFA free agents would be signed for cheaper, especially those who aren’t max players. More RFA trades.
Cons: Trying to sign an RFA player could really hurt you, especially if you don’t pick him up. The RFA rights GM might be pushed deep into the tax by signing a player out of UFA and having to sign their own RFA player. Teams that win RFA bids but don’t get rights for that player would probably be screwed for the season.
Where I’m At: I voted for it because I want the weaker teams to be able to re-sign their players for cheaper, hopefully making them more competitive and bringing some more parity into the league.
GMs Are No Longer Able to Train a Player into Purple (151 Future Rating)
(This was the hardest one for me to decide which side to vote for.)
Pros: Less training available. As I said before, the less you can train, the more trading is important. Luck will decide which of the top 10 actually get to be purple potential.
Cons: Top 3 picks will be limited in how much training they can get. Top 10 picks will easily be as good as top 3 picks with a little training. Not knowing who is purple. Everyone knows who’s really, really good, because they are purple. Without purple potential, knowing players' future scores becomes more critical when completing trades, and it’s an advantage for those with access to future scores.
Where I’m At: I voted for it because I want less training in the league. I am however worried that it will further hold down the weakest teams by making their top 3 picks less valuable.
Feeler - Eliminate Athleticism Training (QKN, JMP, STA, STR)
Pros: Quickly make blue pot players. Have more control over what you want your players to be good at.
Cons: Athletic training is far too cheap, and most of the league abuses it. We have unrealistic players at 7’0" with 81 quickness. It allows playoff teams to train their weak rookies into rookies that are basically as good as top 3 picks. This takes away all of the advantage of getting a top 3 pick and makes it harder for weaker teams to improve. (Especially now that they can train their top 3 to be purple potential.) The game has a 1-cap improvement to quickness a season, and we obliterate it with 5. (Jump and Strength are similar.)
Where I’m At: This was the most important ballot measure to me, and it is going to fail. Booo! I voted for it because I want teams to have to trade to improve their teams rather than hole up and train their guys. While I do a lot of trading, it tends to be at the edges (except for one major trade, Scoot). The reason I’m not in more big trades is that I currently get more value from training players than on the market. The less training we can do, the more we have to turn to the market. It’s sad, but until something shifts in the rules, training often makes more sense than trading. So I’ll probably be holed up for a while. Also, making fake blues and mid-level rookies as good as top 3 picks hurts teams that need those top 3 picks to be competitive. But the league has spoken. I’m not going to have a top 3 pick for a while, so I don’t care on a personal level. I just feel bad for those guys.
(We put parity on the ballot, and the league said, NO! Good luck down there!) I’m done with my savior complex. I was going to write an article on the rules that didn’t get selected for a vote, but after this round of ballots, there is no point.
(I’ll start with the least important rule changes and move to the most important rule changes. First, the few rules changes that I’m pretty sure I wouldn’t have voted on if they weren’t worth a point.)
Increase Sixth Man of the Year and Most Improved Awards from 1 to 2 Points
Pros: Further rewards for having a good bench player and an improved player. A new GM might get it.
Cons: There are already far too many points in the game. (Print that money, feds.) Holding on to a mediocre player to get an extra point. (I had someone hold a player rather than trade them because they thought he was a good candidate for Sixth Man of the Year. Weird.)
Where I’m At: I don’t care; I don’t remember what I voted for, but looking back, I would vote against it.
Grant 1 Point to Players Who Earn a Bid into the All-Star Weekend Rookie-Sophomore Game
Pros: A bad team has a slightly better chance of getting it since they should have more top-tier young talent.
Cons: Again, it creates more inflation in the game. There are already far too many points in the game. (Print that money, feds.)
Where I’m At: I really don’t care. I voted for it mostly because we track it. Every time I’d check the All-Star list, I had a player on the rookie/sophomore list, and I got nothing for it. If we are going to the trouble of the game, making it and tracking it, might as well be worth something. Otherwise, it’s just an annoying disappointment.
Feeler - Reduce Training to 1 Time a Year Before the Season. Eliminate All-Star Weekend Training
Pros: Easier for the Commissioner.
Cons: You can only train players you have at the beginning of the season, and they might not be there at the end. You can’t use athleticism training to improve a team going to the playoffs.
Where I’m At: Not a big deal either way. I voted for it mostly to make the Commissioner’s life a little easier.
(Now we have some rule changes that might matter.)
Increase the Point Maximum on Trades from 10 to 15
Pros: More flexibility in trading. More trades for people who aren’t looking to move rookies but don’t mind picking up some older players.
Cons: By inflating points (league-wide) and allowing more points between trades, points have essentially lost more value. Taxes haven’t gone up, so taxes are effectively lower. Lower taxes mean it is easier to pay after being in the tax system for multiple years.
Where I’m At: I voted for it because I think the new flexibility will add another dynamic. I also appreciate not making it unlimited because I could see that leading to problems.
Expand Playoff Teams to 8, thus Reducing Lottery Teams to 10
Pros: More teams are part of the game for longer. More teams have more chances to make the playoffs, which is fun.
Cons: Inflation again. More points are available league-wide with the addition of two now-playoff teams. There also might not be a point if an 8 never beats a 1.
Where I’m At: I voted for it because I want more teams to try to be competitive and not tank. If I have a chance to make the playoffs, I will take it.
Combine UFA and RFA to the Same Period
(While this rule change wasn’t the most important rule change to me, I found it the most interesting.)
Pros: Makes the Commissioner’s life easier. (If you’ve ever tried to make those tables, you know what I’m talking about. Early 90’s software; if you can call it that.) It’s more realistic. Why don’t RFA bids count against the cap? It makes no sense. RFA free agents would be signed for cheaper, especially those who aren’t max players. More RFA trades.
Cons: Trying to sign an RFA player could really hurt you, especially if you don’t pick him up. The RFA rights GM might be pushed deep into the tax by signing a player out of UFA and having to sign their own RFA player. Teams that win RFA bids but don’t get rights for that player would probably be screwed for the season.
Where I’m At: I voted for it because I want the weaker teams to be able to re-sign their players for cheaper, hopefully making them more competitive and bringing some more parity into the league.
GMs Are No Longer Able to Train a Player into Purple (151 Future Rating)
(This was the hardest one for me to decide which side to vote for.)
Pros: Less training available. As I said before, the less you can train, the more trading is important. Luck will decide which of the top 10 actually get to be purple potential.
Cons: Top 3 picks will be limited in how much training they can get. Top 10 picks will easily be as good as top 3 picks with a little training. Not knowing who is purple. Everyone knows who’s really, really good, because they are purple. Without purple potential, knowing players' future scores becomes more critical when completing trades, and it’s an advantage for those with access to future scores.
Where I’m At: I voted for it because I want less training in the league. I am however worried that it will further hold down the weakest teams by making their top 3 picks less valuable.
Feeler - Eliminate Athleticism Training (QKN, JMP, STA, STR)
Pros: Quickly make blue pot players. Have more control over what you want your players to be good at.
Cons: Athletic training is far too cheap, and most of the league abuses it. We have unrealistic players at 7’0" with 81 quickness. It allows playoff teams to train their weak rookies into rookies that are basically as good as top 3 picks. This takes away all of the advantage of getting a top 3 pick and makes it harder for weaker teams to improve. (Especially now that they can train their top 3 to be purple potential.) The game has a 1-cap improvement to quickness a season, and we obliterate it with 5. (Jump and Strength are similar.)
Where I’m At: This was the most important ballot measure to me, and it is going to fail. Booo! I voted for it because I want teams to have to trade to improve their teams rather than hole up and train their guys. While I do a lot of trading, it tends to be at the edges (except for one major trade, Scoot). The reason I’m not in more big trades is that I currently get more value from training players than on the market. The less training we can do, the more we have to turn to the market. It’s sad, but until something shifts in the rules, training often makes more sense than trading. So I’ll probably be holed up for a while. Also, making fake blues and mid-level rookies as good as top 3 picks hurts teams that need those top 3 picks to be competitive. But the league has spoken. I’m not going to have a top 3 pick for a while, so I don’t care on a personal level. I just feel bad for those guys.