The Tipping Point
Each month we’ll offer a few tips in this space that may come in handy for the beginner as well as the experienced team owner.
Week 7 has concluded, the final income payment of the season has been made, and the push to make the playoffs is on. You’ve planned your final roster moves, and with that final income payment in the bank, you’re ready to make your move(s), with just a few bucks to spare.
If this were a Classic (career-rated) league, and, after your final moves, you had just a hundred-odd thousand left in the bank, you’d probably be patting yourself on the back for your judicious planning. But this is SSG, and those few thousand bucks could well represent a missed opportunity if left untouched.
If you can project that you may run short of PA at a particular position or IP in your bullpen or rotation, instead of signing your final upgrade(s) immediately, you can sign a hitter and/or pitcher to provide a short, sharp burst of PA or IP first, then move on to your final upgrade(s). You will need to calculate how many PA or IP your stop gap player(s) can provide before their remaining release value drops below what you will need to sign your final upgrade(s) … and you need to make sure you don’t let them fall below that amount before moving on!
Here are a couple of other (rather obscure) tips for managing upgrades in SSG:
Unlike in Classic, where there is a set percentage “haircut” deducted from a player’s salary when you release them, in SSG a player’s release value is based on how much the player has been used. A player who has remained inactive all season will return 100% of his salary when released.
Say you’ve got a player X whose PTL is exhausted, or nearly so, whom you are going to replace, so he has little or no release value remaining. And you have a player Y on your inactive list who has never been used. Why borrow money, or relinquish future interest on money in your account, to sign the replacement for player X, when you have that unused value available? Deactivate player X and release player Y to sign X’s replacement. Should you end up needing player Y, you can always re-sign him; in the meantime, it’s cost you nothing to release him.
If a player has been released in SSG, if he is signed by another team, they must pay his full salary, but only get whatever PA or IP he had remaining at the time of his release. Nevertheless, there can be times where it makes sense, in order to be able to afford to sign a player, to release a player on your roster, and then to re-sign him yourself. Here is the scenario where this can make sense:
You are in an accelerated (9 games per day) or turbo (18 games per day) league, so there are no loans permitted. To afford to sign player X now, rather than waiting another week, player Y’s release value would get you there, but you have a limited pool of players to draw on, and you need player Y … you might be able to do without him for a week, but in the long run you need him. So, the question to ask is this: is having player X for an additional week worth more than the used portion of player Y’s salary that you’ll have to pay again if you re-sign him? If you waited a week to sign player X, with the consequence that he’d have a week’s worth of PA or IP left at the end of the season that you paid for but didn’t use, the answer often will be … yes!