Quote Originally Posted by Pangihutan Manik View Post
I think we can use wages to limit the %of the skill.

For example:
At my team, everyone from 1 star to 9 stars with the same wages of $ 54.
How if the base wages counted as %of the skill?
So, 1% skill = $0.045.
I use the 80%-99% quality for the base/standart of the wages.

And if a skill is 200%-299%, the wages got multiply by 2
If a skill is 300%-399%, the wages got multiply by 4
If a skill is 400%-499%, the wages got multiply by 8
And so on...

So the total wages for a player could be:
$54 + ($54Ă—2) + ($54Ă—4) + ($54Ă—8) = $810

So, every players have different wages, depends on %of the skill
This will limit the high %of skill, except if the manager buy a lot of cash
Thats a good point, the game could perfectly set limits so to control certain distances.

Thats in the line of what I defended by my side when I was writing about lowering training levels and stadium levels if a team does not perform at certain level, a self calibration would really help a lot and a wider progressive wage could too create a lot of realism.