(07-04-2021, 01:23 PM)Gragg9 Wrote: With the cap being calculated from the applied total I am concerned about incentivizing non-maxed builds. I'm quiet confident that, at least at certain positions, you can shave off several 100 TPE and still play as well as a capped player. I can provide figures on this. I'm not sure if that problem needs to fixed with sim balance patches or perhaps having the cap calculate from total TPE instead. Or maybe it's not a big problem?
That's kind of why I proposed capping an individual player's cap hit at 1000 to reflect these diminishing returns, because sure, you could save 200 TPE against the cap by stopping at 800. Maybe that's more effective vs a 1000 TPE player. But is it worth saving 20% versus having an extra 300-600 more TPE? Probably not.
If there are certain positions that are close to 'max' effectiveness at much lower levels of TPE, we could always make that max cap hit lower for those positions as suggested for kicker.