NEWS & ACTUALITY
| 9/6/2010 |
| New Logo revealed on Facebook! |
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As you probably already know, we are about to reveal a brand new exterior interface for our site.
We took that opportunity to also change our primary logo. Its the well-known sports logo artist Chad B. Stilson who did the work.
You can see our new logo on our Facebook fan page. Feel free to leave your comments!
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PROMOTIONS & INFORMATIONS
TESTIMONY
Websimhockey experience is unique, nowhere else Monsieur and Madame everyone can engage in business as managing director with as much realism and ease. This facility offered by the server and the site can play the general manager, even with a packed itinerary.
Development and constant improvement of the simulator keeps the portion realism and grow up.
Rafael Turcotte
GM Edmonton (LNHS) and GM San Diego (LHVQ)
EVENTS
No Events.
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info
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liste des sections (cliquer pour
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| Section 1- General
1.1-WebSimHockey is a 100% Web-based multi-player hockey simulator.
1.2-You play the role of a virtuel hockey team General Manager.
1.3-You manage the various aspects of your team (drafts, trades, lineups, coach
strategies, negociation and contracts signings, arena construction, tickets,
beer, hot dog and parking cost, and many more). A proper management of your team
and its finances will assure you success.
1.4-WebSimHockey allows the General Managers and the Leagues Commissioners to
use only the Web as a platform to do all their required tasks. Each decision has
an immediate impact and is updated automatically. There is no software to
install or files to be transfered. Its quick, simple, and easy to access.
1.5-The rules of WebSimHockey are largely inspired from the National Hockey
League (NHL), even though some of them may vary.
1.6-WebSimHockey's main objective is to share the pleasure of managing a Hockey
team with other General Managers. Every General Manager is required to treat his
pairs with respect. Of course, every GM wants to win the big honours, but only
one will raise the Cup.
Do you have what it takes? Will you take the proper decisions and use the right
strategies to lead your team to the Cup?
1.7- WebSimHockey is constantly evolving. New features are being added regularly.
Your suggestions will contribute to make it even better.
1.8- WebSimHockey management has an absolute right over each and every league and
will make the final decisions on league disputes. |
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Section 2-subscription
2.1-Steps to follow when subscribing to a league:
2.1.1-Each GM must fill the subscription form.
2.1.2- An active GM who wishes to participage in another league must click on the
"Already subscribed" link.
2.1.3-Choose your Subscription Type: New GM or Replacement GM.
2.1.4-Choose the League Type: Public or Private (password
required).
2.1.5-Select the box if you wish to be a League
Commissioner.
2.1.6-As soon as your Subscription is complete, you will be
redirected to the subscription payement page.
2.1.7- If you have selected a public league, you will be
automatically transfered to the "Paid" League that has the most GMs, as soon as
we have received your payment.
2.1.8- If you haven't paid your subscription immediately, you will be placed in
an "Unpaid" league temporarily, until we receive your payment. After 15 days in
an "Unpaid" league, you will be automatically deleted from our records.
2.1.9- If you have selected a Private League, your account will never be deleted
even if we don't receive your payment, unless the Commissioner of that league
asks us. You still have to pay your subscription to participate in a private
league.
2.2- Subscription Fees :
2.2.1- The Subscription fees are 19.95$ per season.
2.2.2 ? If you are replacing a departed GM in an existing league, the
subscription is free for the first season.
2.2.3- If a GM is leaving a league, we use our list of replacement GMs to replace
him.
2.3- Season activities:
2.3.1- A season includes the off-season, the regular season and the playoffs.
2.4- Payment :
2.4.1- The quickest way to pay your subscription is through the Paypal Service.
Paypal accepts credit card payments and you do not need a Paypal account to
proceed.
Paypal garantees a secure payment and that the transaction informations will
remain under their control and is subject to their privacy policy.
2.4.2- Payments by checks are also accepted. Make the check to Web Sim Sports
Inc. and make sure to inclure your full League Name. :
Guillaume Quirion
3520 Carré Cameron
Québec (Québec)
G1P 1X9
2.4.3- The League Commissioner can make a single payment for the whole League and
save valuable money. In that case, please contact us at
leagues@websimhockey.com .
2.4.4- Do not send money by mail.
2.5- Prices & Gifts:
2.5.1- The winner of the Cup and the GM with the most participation points get a
free subscription or a promotional item.
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Section 3-LEAGUE
3.1- A Commissioner is designated for each league.
3.2- The Commissioner will select some league options, schedule drafts and also
be the communicating with the WebSimHockey team if needed. He will make sure the
League is running smoothly.
3.3- A league is made of 24 GMs.
3.4- The Commissioner creates 2 conferences and 4 divisions.
3.5- A season has 82 games (6 games against division rivals, 4 against other
division teams within the same conference, and 1 to 4 games against teams from
the other conference).
3.6- The best 8 teams in each conference qualify for the Playoffs.
3.7- The Division Champions automatically get the first two ranks of each
conference.
3.8- Each rounds in the playoffs are 4 of 7 series.
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Section 4 - Season
4.1- Activties sequence during a season:
4.1.1- Cities Draft (1st season only)
4.1.2- Players Draft [Universal (1st season) Entry (following seasons)]
4.1.3- Coach's signings.
4.1.4- Type 2 Free Agent sSignings (Restricted).
4.1.5- Type 3 Free Agents Signings (Unrestricted).
4.1.6- Arena Improvements (add more seats).
4.1.7- Investments.
4.1.8- Regular Season.
4.1.9- Playoffs.
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Section 5- CITIES DRAFT
5.1- The Commissioner determines the selection order, which is generated
randomly by the Simulator.
5.2- The Cities Attributes will mainly influence the financial aspect of the
game.
5.3- The installation cost of a franchise in a City varies between 30 and 85
millions, depending on the City's attributes.
5.5.4- The cost of the franchise is loaned at a 10% annual interest rate.
5.5- At their turn, the GMs select their City directly on our Website.
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Section 6-
PLAYERS DRAFT
6.1- There are two types of players draft: The universal draft, which happens
only the first year and all the players are available and the entry drafts the
following seasons to select the rookies and undrafted players.
6.2- In both cases, the GMs will select the players at their turn on the
Website. When a GM has made its selection, the player is automatically removed
from the available players and is added to the team who selected him. An email
is sent to the next GM to make his selection.
6.3- Drafting Methods :
6.3.1- Each GM selects a player on the Website when it is their turn, at their
convenience. That type of draft may be long if the GMs take a few days before
making a selection.
6.3.2- The Commissioner organizes a live draft event. All the GMs are asked to
be on the Website at the same time for a certain amount of time, and make their
selection when its their turn, and have a limited time to do so. That draft
method is the fastest but requires most of the GMs to be available at the same
time.
6.3.3- The Commissioner schedules a drafting schedule. Each GM has a limited
time to make their selection. This draft method is fairly fast and does not
require the GMs to be present at the same time on the Website. They will still
need to be there when its time to make their selection.
6.4- If a GM knows he will not be there when its his turn to
make a selection, he can program a list of players based on criterias, or create
his own list manually.
6.5- If a GM is away when its his turn to select and that his time has run out,
the Simulator will select the best player available. It will not be possible to
change that selection afterwards.
6.6- There are more available players in the draft than players selected. The
non-selected players will be available to all teams at the end of the draft.
They will be signed as free agents.
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Section 7- UNIVERSAL DRAFT
7.1- the Universal Draft is made of 26 rounds and 624 players to be drafted.
7.2- The Universal Draft works with reversed rounds system: Round 1: 1st to
24th, Round 2: 24th to 1st, Round 3: 1st to 24th, etc.
7.3- The selection order of the 1st round of the Universal Draft is the
opposite of the Cities Draft. The GM who selected his City last will have the
1st pick overall in the Universal Draft.
7.4- You have to select a minimum of 2 goaltenders, 6 defensemens and 12
forwards. We strongly suggest that you draft substitute players at each position
in order to have some depth when injuries come.
7.4- At the end of the Universal Draft, you will need to determine who stays
with the Pro Club (minimum 20) and who will go to the farm club. This decision
is crucial because it affects the waivers rules and your payroll.
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Section 8- ENTRY DRAFT
8.1- There is a 2 rounds Entry Draft at the beginning of each season after the
first one is completed. The avalaible players are mostly rookies and players who
were not in your league the season before.
8.2- The Entry Draft uses a standard round system (Round 1: 1st to 24th, Round 2: 1st to 24th).
8.3- The draft order is determined by the reversed standings of the previous season, except for
the teams who were excluded from the playoffs.
8.4- Among the 8 teams that were excluded from the playoffs, there is a lottery to determine
the order of the first 8 positions.
8.5- The lottery does not affect the 2nd round.
8.6- The probabilities of the lottery are: (24th: 22.22%, 23rd: 19.44%, 22nd: 16.67%, 21st:
13.89%, 20th: 11.11%, 19th: 8.33%, 18th: 5.56% and 17th: 2.78%.
8.7- A team cannot loose more than one rank in this lottery.
8.8- The qualified players to the Entry Draft must have played a minimum of 15 games in the
last NHL season (5 games for goaltenders and 15 for all the other players).
8.8.1- New players that have never been imported in WebSimHockey must have played a minimum of 40 games in the last NHL season(15 games for goaltenders and 40 for all the other players).
8.9- In the event that your league does an Entry Draft without enough players available,
fictional players can be created.
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Section 9-
players attributes
9.0- The starting attributes of the players are
based on the last NHL season.
9.1- Position :
9.1.1- A forward can play Center or Wings, but will be less efficient on most of
the plays if he doesn't play his natural position. (about 5% penalty on these attributes only : ST, IT, SP, FI, HS, FO, PA, SHO, DEF). This is only applicable at even strengh.
9.1.2 - A player is not penalized if he plays left or right,
wether he is left-handed or right-handed.
9.1.3 - A forward can play at the point on the powerplay only if he has 85+ HS (hockey sense) and 85+ PA (passing) or SHO (shooting). Because he doesn't play at his natural position, he will be less efficient on most of the plays (about 5% penalty on these attributes : ST, IT, SP, FI, FO, PA, SHO, 15% on HS and 25% on DEF attribute). A team is allowed only one forward at the point for his entire lineup.
9.2- Condition :
9.2.1- The player's condition is directly proportionnal to his efficiency in the
overall plays.
9.2.2- A player cannot play a game if his condition is below 80. A substitute
goaltender can play with a condition below 80.
9.2.3- The Condition attribute (CD) is not calculated in the Average (AVG) of a
player.
9.3- Durability :
9.3.1- A player has more chances to be injured if his durability is low.
9.3.2- A player has a better overall condition throughout a season if his
durability is high.
9.4- Stamina (Weariness) :
9.4.1- A player gets tired on the ice and recovers when on the
bench or when the game has stopped.
9.4.2- A tired player will be less efficient in the overall plays (Except on
faceoffs).
9.4.3- Players that are less tired playing on the same line will get more ice
time.
9.4.4- A player will get less tired and will recover faster if he has a high
Stamina.
9.5- Discipline :
9.5.1- Decreases the change to get a penalty.
9.6- Strength :
9.6.1- Increases the effectiveness of the following plays: Fighting, Dumping,
Shooting (the farther the shot, the more important the strentgh is), Clearing,
Fight for the puck, Block a shot (goalies), Body check.
9.7- Intensity :
9.7.1- Increases the effectiveness of the following plays: Fighting, Take
possession of the puck, Carry the puck, Fight for the puck, Intercepting, Block
a shot (goalies), Body Check, Stealing, Poking.
9.8- Speed :
9.8.1- Increases the effectiveness of the following plays: Fighting, Take
possession of the puck, Carry the puck, Deking and shooting, Intercepting, Block
a shot (goalies), Body Check, Stealing, Poking.
9.9- Finesse
9.9.1- Increases the effectiveness of the following plays: Fighting, Take
possession of the puck, Carry the puck, Passing, Shooting (the closer the shot,
the more important finesse is), Deking and shooting, Dumping, Clearing,
Intercepting, Block a shot (goalies), Stealing, Poking.
9.10- Hockey Sense :
9.10.1- Increases the effectiveness of all the plays.
9.10.2- A successful play increases the advantage (effectiveness of the next play
by a player of your team).
9.11- Faceoff :
9.11.1- Increases the effectiveness of the play Win a faceoff.
9.11.2- Winning a faceoff increases the advantage (effectiveness of the next play
by a player of your team).
9.11.3- The Faceoff attribute is only calculated in the average of the Centers,
although the wingers also have a value for that attribute.
9.12- Passing :
9.12.1- Increases the effectiveness of the play Passing.
9.13- Shooting (forwards and defensemens), Shot Block (goalies) :
9.13.1- Increases the effectiveness of the following plays: Shooting, Deking and
shooting, Dumping and Clearing.
9.13.2- Increases the effectiveness of the play Block Shot (goalies).
9.14- Defense :
9.14.1- Increases the effectiveness of the following plays: Intercepting, Block
Shot (forwards and defensemens), Body Check, Stealing and Poking.
9.14.2- The Defense attribute is not calculate in the goalies average (AVG).
9.15- Leader :
9.15.1- Increases the momentum (effectiveness of all the plays attempted by all
the players of your team for the duration of the game).
9.15.2- The total of Leader points of the players of both teams are compared at
the beginning of each game, using the following chart:
LD [0;69] = 0 pt
LD [70;79] = 5 pts
LD [80;89] = 15 pts
LD [90;100] = 20 pts
9.16.1- Increases the effectiveness of all the plays attempted by the player.
9.16.2- A successful play increases the advantage. (effectiveness of the next
play attempted by a player of your team)
9.17- Potential :
9.17.1- Average that a player can reach at the age of 30 if he develops normally
(without investment). The closest to 30 years old the player is, the more
accurate the potential will be.
9.17.2- The Potential attribute is not calculated in the players average,
because it does not influence any of the plays attempted. It is only being used
to give an approximation of the future value of a player.
9.17.3- The potential is recalculated after each evolution of the players
attributes (twice per season). It varies if the new average of the attributes
has not progressed within the normal development.
9.17.4- Investing in player development (+), faster inscrease of the durability
of young players (+), the maximum 100 obtained on an attribute (-) and the
decimals in the average (+/-) are all unforseen factors in the normal
development of a player that can influence the Potential, positively or
negatively.
9.17.5- The Potential is calculated by adding the actual rounded average to the
total of future increase of the average until the player reaches 30 years old.
The projection of the normal variation of the average at each evolution of the
players depends only of the player's age by using the following chart:
19 to 24 = +1 Average per evolution
25 to 29 = +0,5 Average per evolution
30 to 34 = -0,5 Average per evolution
35 to 39 = -1 Average per evolution
40 and plus = -2 Average per evolution
9.18- Average :
9.18.1- Overall rounded average of the players attributes.
9.18.2- Each attribute is considered equally in the average calculation.
9.18.3- The Faceoff (FO) attribute is calculate for the center players only.
9.18.3- The Defense (DEF) attribute is not calculated in the goalies average.
9.19- Fighting :
9.19.1- The players who can fight have a Fighting attribute that varies from 1 to 5. The higher
the attribute, the bigger the chances that the player will fight.
9.19.2- A winning fight increases the momentum (effectiveness of all the plays attempted by all
the players of your team for the duration of the game).
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Section 10- players attributes evolution 10.1- With WebSim evoluation mode, attributes of players are reviewed twice a year (mid-season or after the simulation of the 82nd day of the regular season, and at the end of the season).
10.1.1- The simulator calculates the evolution of a player considering the following factors: age, investment in the development of players randomly (Exception : Experience and Leadership attribute change with the number of season/playoff games played by the attribution of the capatin/assistant)
10.1.2- The players evolution does not take into account the statistics of the
player in the NHL or in the WebSimHockey season.
10.2- With the NHL evolution mode, attributes of professional and junior players are reviewed once a year (end of season). 10.2.2- In this mode, the evolution of players takes into account only the statistics of the NHL.
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Section 11- cities attributes
11.1- Country :
11.1.1- In the United States, the television broadcasting
revenues, Aux États-Unis, les revenus des réseaux de télévision,
the primary and secondary sponsors are higher.
11.1.2- In Canada, there is more chance to have a game broadcasted on television
and the popularity attribute is usually higher.
11.2- Population : ne des caractéristiques de la ville (1 M11.2.1- Increases the revenues of the primary and secondary sponsors.
11.2.2- Draws more attendance.
11.2.3- Increases the chances to bring a television network.
11.3- Popularity :
11.3.1- Increases the revenues of the primary and secondary sponsors.
11.3.2- Draws more attendance.
11.3.3- Increases the chances to bring a television network.
11.3.4- Increases the revenues for luxury suite.
11.4- Economy :
11.4.1- Increases the revenues of the primary and secondary sponsors.
11.4.2- Draws more attendance.
11.4.3- Increases the revenues for luxury suite.
11.5- Taxes : la dernière saison de la LNH.
11.5.1- Increases the team's expenses.
11.5.2- Decreases the coachs interest to sign a contract in that city.
11.5.3- Decreases the free agent players (Type 3) interest to play in that city.
11.6- Average :
11.6.1- Overall average of the attributes of the city (each attributes has the
same value in the calculation of the average).
11.7- Cost of purchase:
11.7.1- The cost of purchase of a city is based on the average of its attributes
(1M$ per average point).
11.8- Climate :
11.8.1- Draws less attendance.
11.8.2- Increases the coachs interest to sign a contract in that city.
11.8.3- Increases the free agent players (Type 3) interest to play in that city.
11.8.4- The Climate attribute is not calculated in the averge because of its
positive and negative effects.
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Section 12- COACHeS SIGNING
12.0- The starting attributes of the coaches are
based on the statistics of the last NHL season.
12.1- There is no draft for the coaches.
12.2- For the first year, every GMs make an offer (annual salary and number of years) to all
the coaches and then sort them by priority order (1 to 24).
12.3- The maximum duration of a coach contrat is 3 years.
12.4- The maximum salary to a coach with priority #1 is 1.5M$ and decreases by 50,000$ per
priority.
12.5- The salary offered must be a multiple of 10,000$.
12.6- The Simulator evaluates the offers for all the coaches and signs a contract with the
team that has the best condition for each coach.
12.7- The evaluation of the offers takes into account the following elements: annual salary,
duration of the contract, climate, prestige, tax rate, loyaty and investment in
negociations.
12.8- During the off-season, the teams without a coach will follow the same procedures to sign
a new coach.
12.9- A team can fire its coach at any time, but will also have to buyout the contract
of the fired coach, under the following conditions:
- 50% of the salary for the reminder of the current season.
- 25% of the salary that he would've earned for the remaining years of the contract.
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Section 13-
coaches attributes
13.1- Defensive Strategy:
13.1.1- You distribute the Strategy points among the different defensive plays in order to
increase the number of time that the players will attempt those plays. (Maximum
20 points per play).
13.2- Offensive Strategy :
13.2.1- You distribute the Strategy points among the different offensive plays
to increase the number of times that the players will attempt those plays.
(Maximum 20 points per play).
13.3- Practice :
13.3.1- You distribute the Practice Points to increase the effectiveness of a play during the
next game (Maximum 20 pts per play).
13.4- Preparation / Motivation :
13.4.1- Increases the Momentum (effectiveness of all the plays attempted by all the players of
your team for the duration of the game).
13.5- Power Play:
13.5.1- Increases the advantage (effectiveness of the next play attempted by a player of your
team) if the team is in Power Play.
14.6- Penalty Kill :
13.6.1- Increases the advantage (effectiveness of the next play attempted by a player of your
team) if your team is in Penalty Kill.
13.7- Even Strength :
13.7.1- Increases the advantage (effectiveness of the next play attempted by a
player of your team) if your team plays Even Strength.
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Section 14-
TEAMS ATTRIBUTES
14.1- Prestige :
14.1.1- Increases the revenues of the primary sponsors.
14.1.2- Increases the revenues of luxury suites.
14.1.3- Increases the chances to bring a television network.
14.1.4- Increases the value of the offers made to the unrestricted free agents (type 3) and
coaches.
14.2- Loyalty :
14.2.1- The Loyalty applies to the players and coaches that were with your team at the end of
a season.
14.2.2- Increases the offers value to the unrestricted free agents (Type 3) and to the
coaches.
14.3- Number of Superstars (80 & 89 AVG) and Legends (90+ AVG):
14.3.1- Increases the revenues of the primary sponsors.
14.3.2- Increases the revenues of luxury suites.
14.3.3- Increases the chances to bring a television network.
14.3.4- Draws more attendance.
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Section 15-
teams attributes evolution
15.1- Prestige : 16.2.9- Aréna (bières) 15.1.1- Each team starts with a prestige value of 0.
15.1.2- The prestige value can increase or decrese at the end of the season, depending on
your results:
15.1.2.1- Win the Cup : +1
15.1.2.2- Participating to the Final: +1
15.1.2.3- Participating to the Semi-Finals: +1
15.1.2.4- Participating to the Quarter-Finals: +1
15.1.2.5- Participating to the playoffs: +1
15.1.2.6- Regular season Champion: +1
15.1.2.7- Conference Champion: +1
15.1.2.8- Division Champion: +1
15.1.2.9- Last team in League Standings (Pts): -1
15.1.2.10- Last team in Division Standings(Pts): -1 (except if the team has a playoff spot)
15.1.2.11- No Playoffs participation: -1 15.1.3- The prestige points are CUMULATIVE. Ex 1: Winning the cup is equivalent to 5 prestige points. Ex 2: Finishing last in general standings is equivalent to -3 prestige points (-1 last of league, -1 last of division, -1 no playoffs participation) 15.1.4- Prestige points 15.1.4- Only prestige points from the last 5 seasons will count. This means that a team can have maximum 40 prestige points (5 times cup winner during the last 5 years & 5 times being the regular season Champion). At worst, a team will have -15 prestige points (5 times last in general standings). 15.2- Each+1 prestige point increasemost of your revenus by 1% (ie. : 12 prestige points = +12% on most of your revenus and -8 prestige = -8% on msot of your revenus).
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Section 16- finances (general)
16.1- You will purchase two main assets before the start
of your first season:
16.1.1- Installation of the franchise in a
market (city).
16.1.2- Build an arena.
16.1.3- Each year, you will have the
opportunity to increase the number of seats in your arena.
16.2- How to generate revenues: <16.2.1- Television network
16.2.2- Primary sponsors
16.2.3- Secondary sponsors
16.2.4- Various rewards
16.2.5- Brand products
16.2.6- Arena (attendance)
16.2.7- Arena (luxury suites)
16.2.8- arena (parking)
16.2.9- Arena (beer)
16.2.10- Arena (hot-dog)
16.2.11- Trades
16.3- How to accumulate expenses:
16.3.1- Salaries (players and coaches)
16.3.2- Salaries (administrative personnel)
16.3.3- Investments (arena and team)
16.3.4- Arena Maintenance
16.3.5- Trades
16.3.6- Contracts buy-outs
16.3.7- Royalties to the league
16.3.8- Punitive Taxes (salary cap overrun)
16.3.9- Interests on dept
16.3.10- Taxes
16.4- When your revenues are higher than your
expenses, you generate a Profit.
16.4- When your expences are higher than your
revenues, you generate a Deficit.
16.5- The dept is the sum of your accumulated
profits and deficits.
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Section 17- finances (assets)
17.1- The costs of your assets (city, arena), are not calculated in the yearly
results (profit or deficit) but are included in the team's dept.
17.2- The assets are purchased or modified before each season.
17.3- The assets and an approximate cost:
17.3.1 Buying a market (city):
17.3.1.1- The value of a city varies between 30 and 85 millions, depending on their attributes.
17.3.2- Building an arena:
17.3.2.1- Basic costs (10 millions).
17.3.2.2- Number of GOLD seats (5 000$ per seat, minimum 500 seats, maximum 2 500 seats)
17.3.2.3- Number of SILVER seats ( 2500$ per seat, minimum 1000 seats; maximum 5000 seats).
17.3.2.4- Number of BRONZE seats (1000$ per seat, minimum 10000 seats; maximum 15000 seats).
17.3.2.5- Number of luxury suites (200,000$ per suite; minimum 0 suite, maximum 50 suites).
17.3.2.1- The estimated cost of an arena varies between 25 and 60 millions.
17.3.3- Arena modifications:
17.3.3.1- The estimated modification cost of an arena varies between 0 and 35 millions,
depening on how many seats and suite are added.
17.4- The total assets value varies from 55 and 145 millions.
***Caution: The purhase and modification of your assets will increase your dept.
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Section 18- finances (revenuEs)
18.1- Network television
18.1.1- Before the start of the regular season,
the Simulator calculates the value of all the regular season games on network
television:
18.1.1.1- Receiving team's investment in Press
Box (arena).
18.1.1.2- Investment in market development.
18.1.1.3- Number of superstars (AVG 80 to 89),
and Legends (AVG 90+) and Futur Legends (90 PO +) of all teams.
18.1.1.4- Population of the receiving team
18.1.1.5- Popularity of the receiving team.
18.1.1.6- General standing rank of the past season.
18.1.1.7- Number of playoffs round of the past season.
18.1.2- Then, the Simulator attributes the games on the different
network televisions, using those Granting Rules.
18.1.3- The revenues are added at the signing of the contract
(before the start of regular season).ntract (before the start of regular season).
18.1.4- Below, you will find a table showing
how the network television works:
| Network Television |
Revenues per game (receiving) |
Number of games (league) |
Maximum games per team |
Broadcasting country |
Granting rule |
Specialized network |
1 000 000 $ |
50 |
5 |
Canada & United States |
50 best valuable games |
American National Television |
750 000 $ |
150 |
10 |
United States |
150 best valuable USA remaining games |
Canadian National Television |
500 000 $ |
100 |
15 |
Canada |
100 best valuable CAN remaining games |
American Regional Television |
400 000 $ |
200 |
15 |
United States |
200 best valuable USA remaining games |
Canadian Regional Television |
350 000 $ |
100 |
20 |
Canada |
100 best valuable CAN remaining games |
American Local Television |
250 000 $** |
X |
X |
United States |
X best valuable USA remaining games |
Canadian Local Television |
250 000 $** |
X |
X |
Canada |
X best valuable CAN remaining games |
*The revenus per game are increased/decreased by 1% for each prestige points of the home team. **The local revenus per game = (1 + Prestige/100 + (Economy-50)/100) * 250 000$
18.1.5- The yearly estimated revenues of broadcasted games varies between 7 and
25 millions.
18.2- Primary Sponsor
18.2.1- Each team has one primary sponsor and each primary sponsor is associated
to a single team only.
18.2.2- Before each new season, the Simulator calculates the value of the teams
for the primary sponsors, using the following criterias:
18.2.2.1- Population
18.2.2.2- Economy
18.2.2.3- Country
18.2.2.4- Popularity
18.2.2.5- Investment in market development.
18.2.2.6- Prestige
18.2.2.7- Number of superstars (80+ AVG) and legends (90+ AVG)
18.2.3- Each team is attributed a primary sponsor depending on the results of the
calculation (1st = best primary sponsor)
18.2.4- The revenues are added before the start of the regular season.
18.2.5- Below, you will find the various primary sponsors and their value:
| Sponsor |
Yearly Revenues |
Clothing |
2 000 000$ |
Sports Accessories |
2 250 000$ |
Crafting Material Distributor |
2 500 000$ |
Appliances |
2 750 000$ |
Electronic |
3 000 000$ |
Drugstores |
3 250 000$ |
Drinks |
3 500 000$ |
Alimentation |
3 750 000$ |
Fast Food |
4 000 000$ |
Metals |
4 250 000$ |
Oil |
4 500 000$ |
Aeronautical and Aerospace |
4 750 000$ |
Automobile |
5 000 000$ |
Microprocessors |
5 250 000$ |
Softwares |
5 500 000$ |
Computers |
5 750 000$ |
Telecommunication |
6 000 000$ |
Internet |
6 250 000$ |
Television |
6 500 000$ |
Entertainment |
6 750 000$ |
Insurances |
7 000 000$ |
Financial Services |
7 250 000$ |
Bank |
7 500 000$ |
Large Retail Stores |
7 750 000$ |
18.2.6- The estimated yearly revenues for a primary sponsor vary between 2 and
7.75 millions.
18.3- Secondary Sponsors
18.3.1- The Simulator calculates the overall value of the secondary sponsors
using the following criterias:
18.3.1.1- Population
18.3.1.2- Economy
18.3.1.3- Popularity
18.3.1.4- Investment in market development
18.3.1.5- Investment in marketing & advertising
18.3.1.6- Country
18.3.2- The revenues for secondary sponsors are added before the start of the
regular season.
18.3.3- The estimated yearly revenues for secondary sponsors vary between 4 and
10 millions.
18.4- Promotional Items
18.4.1- The Simulator calculates the sales total for promotional items using the
following criterias:
18.4.1.1- Population
18.4.1.2- Economy
18.4.1.3- Popularity
18.4.1.4- Investment in market development
18.4.1.5- Investment in marketing & advertising.
18.4.1.6- Country
18.4.1.7- Prestige
18.4.1.8- Number of superstars (80+ AVG) and legends (90+ AVG)
18.4.2- The revenues for promotional items are added before the start of the
regular season.
18.4.3- The estimated yearly revenues for promotional items vary between 2.5 and
5.5 millions.
18.5- Marketing
18.5.1- Below, you will find a table showing how the Marketing
items are attributed.
| New Promotional Item |
Revenues |
Maximum number per league |
Maximum number per team |
Minimal requirements |
New Jersey |
2 500 000$ |
2 |
1 |
$1.750M Marketing & Sponsors
|
Clothing |
2 000 000 $ |
5 |
1 |
$1.250M Marketing & Sponsors
|
DVD |
1 500 000$ |
10 |
1 |
$1.0M Marketing & Sponsors
|
Team Magazine |
1 000 000$ |
15 |
1 |
$0.750M Marketing & Sponsors
|
Bobble Head |
750 000$ |
20 |
1 |
$0.5M Marketing & Sponsors
|
Team Calendar |
500 000$ |
20 |
1 |
$0.250M Marketing & Sponsors
|
18.5.2- The assignment of new marketing products is done randomly in proportion
of the marketing investment and between teams that meet the minimal
requirements.
18.5.3- The revenues for new marketing products are added before the regular
season. 18.5.4- The estimated yearly revenues for new marketing products vary
between 0 and 8.25 millions. 18.6- Arena (attendance)
18.6.1- The simulator calculates assistance during home games depending on:
18.6.1.1- Ticket cost*
18.6.1.2- Parking cost*
18.6.1.3- Hot-dog cost*
18.6.1.4- Beer cost*
18.6.1.5- Population
18.6.1.6- Economy*
18.6.1.7- Popularity
18.6.1.8- Investment in market development 18.6.1.9- Investment in sound &
image (arena) 18.6.1.10- Investment in marketing and advertising 18.6.1.11-
Both teams Prestige attribute 18.6.1.12- Number of Legends (90+ AVG) of both teams
18.6.1.13- Number of Superstars (Between 80 and 89 AVG) of both teams
18.6.1.14- Playoff games (+-20% extra per playoff round) 18.6.1.15- Climate (-)
* Varies differently depending on the seats type (Gold, Silver and Bronze)
18.6.2- The attendance revenues are added after each home game. 18.6.3- You
can modify the cost of your tickets at any time: Gold (Between 50$ and 200$),
Silver (between 30$ and 100$) Bronze (between 20$ and 60$). 18.6.4- The yearly
revenues for attendance vary between 10 and 40 millions in regular season and 0
to 20 millions in playoffs. 18.7- Arena (luxury suites)
18.7.1- The simulator calculates the value of the luxury suites at the beginning
of the regular season using the following criterias: 18.7.1.1- Number of
luxury suites 18.7.1.2- Investment in market development 18.7.1.3-
Investment in marketing & advertising. 18.7.1.4- Popularity
18.7.1.5- Economy
18.7.1.6- Prestige
18.7.1.7- Number of superstars (between 80 and 89 AVG) and legends (90+ AVG) 18.7.2-
The revenues for luxury suites are added before the regular season.
18.7.3- The estimated yearly revenues of luxury suites vary between 0 to 10
millions. 18.8- Arena (parking)
18.8.1- The Simulator calculates the parking revenues during home games using the
following criterias: 18.8.1.1- Number of spectators par seat type (Gold,
Silver and Bronze)* 18.8.1.2- Parking Cost * The proportion of
spectators using a car varies depending on the seat type (Gold++, Silver+ and
Bronze) 18.8.2- The parking revenues are added at the end of each home game. 18.8.3-
At any time, you can modify the parking cost (Between 5 and 20$). 18.8.4- The
estimated yearly revenues for parking vary between 0.75 and 3 millions during
the regular season and between 0 and 0.75 millions in playoffs. 18.9-
Arena (beers)
18.9.1- The Simulator calculates the beers revenues during home games using the
following criterias: 18.9.1.1- Number of spectators par seat type (Gold,
Silver and Bronze)* 18.9.1.2- Beer cost
* The proportion of spectators buying beers varies depending on the seat type
(Gold++, Silver+ and Bronze) 18.9.2- The beer revenues are added at the end of
each home game. 18.9.3- At any time, you can modify the beer cost. (Between 1$
and 10$).
18.9.4- The estimated yearly revenues for beers vary between 0.5 and 5 millions
during the regular season and between 0 and 1.5 millions in the playoffs.
18.10- Arena (hot-dog)
18.10.1- The Simulator calculates the hot dogs revenues during home games using
the following criterias: 18.10.1.1- Total attendance 18.10.1.2- Hot dog
cost 18.10.2- The hot dogs revenues are added at the end of each home game. 18.10.3-
At any time, you can modify the hot dog cost (between 1 and 5$).
18.10.4- The estimated yearly revenues for hot dogs vary between 0.5 and 5
millions during the regular season and between 0 and 1.5 millions in the
playoffs. 18.10- Trades
18.10.1- A team can receive money in a trade.
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Section
19- finance (expenses)
19.1- Salaries (players and coaches) :
19.1.1- The salary expenses for players and coaches are added
after each regular season game.
19.1.2- The estimated yearly expenses in salary for players and
coaches varies between 25 and 57 millions.
19.3- Investment (team and arena)
19.3.1- Each investment must be done before the start of the
regular season.
19.3.2- Each investment level costs 250,000$.
19.3.3- You can purchase a maximum of 10 investment levels.
19.3.4- You will find below the different types of investments
that are available:
19.3.4.1- Sound & Image (arena):
19.3.4.1.1- Draws more attendace.
19.3.4.2- Press box (arena):
19.3.4.2.1- Increases the chance to get network television (must
respect the minimal requirements for larger networks)
19.3.4.3- Marketing :
19.3.4.3.1- Increases the secondary sponsors revenues
19.3.4.3.2- Increases the luxury boxes revenues.
19.3.4.3.3- Draws more attendance
19.3.4.3.4- Increases the promotional items revenues.
19.3.4.3.5- Opens the possibility of getting new marketing
products
19.3.4.4- Market Development:
19.3.4.4.1- Increases the primary sponsors revenues
19.3.4.4.2- Increases the secondary sponsors revenues
19.3.4.4.3- Increases the luxury boxes revenues
19.3.4.4.4- Draws more attendance
19.3.4.4.5- Increases the promotional items revenues
19.3.4.5- Physical Fitness Room:
19.3.4.5.1- Increases the condition (CD) recovery (80+ condition)
19.3.4.6- Medical Facilities :
19.3.4.6.1- Increases the condition (CD) recovery (80- condition)
19.3.4.7- Players Development :
19.3.4.7.1- Increases the chance of getting better attributes
during the player evolutions.
19.3.4.8- Travels :
19.3.4.8.1- Decreases the loss of momentum due to road games.
19.3.4.9- Negociations :
19.3.4.9.1- Increases the offers value to players (Type 2 and 3)
and coaches
19.3.5- The estimated yearly expenses for investments (team and
arena) vary between 0 and 17 millions.
19.3.5.1- The annual investment espenses are limited to 15M during season 1
19.3.5.2- The annual investment expenses are limited by your debt rank in the league from season 2. The team with the lowest debt may invest up to 17M. Each debt rank limits your maximum investment amount by 250k. The team with the highest debt will therefore only invest 11.250M.
19.4- Maintenance (arena)
19.4.1- The Simulator calculates the arena maintenance expenses
using the following criterias:
19.4.1.1- Basic cost (1 million, annually)
19.4.1.2- Number of seats (500$ per seat, annually)
19.4.1.3- Number of silver seats (250$ per seat, annually)
19.4.1.4- Number of bronze seats (100$ per seat, annually)
19.4.1.5-Number of luxury suites (20,000$ per suite, annually)
19.4.2- The arena maintenance expenses are added before the
regular season.
19.4.3- The estimated yearly expenses for arena maintenance vary
between 2.5 and 5.125 millions.
19.5- Trades
19.5.1- A team can give money in a trade.
19.5.2- The money given in a trade is not added to the team's
payroll.
19.6- Contract Buy-out
19.6.1- A team can buy-out a player's or coach's contract.
19.6.2- The buy-out contract value is not added to the team's
payroll.
19.6.3- See Section 21.8 for cost information on contract
buy-out.
19.6.4- A team that buys out a player's contract cannot hire that
player within the same year.
19.7- Punitive Tax
19.7.1- A punitive tax is added to a team that has a payroll
beyond the salary cap (55 millions*).
19.7.2- The punitive tax is equal to 1$ (virtual) per dollar over the salary
cap.
19.7.3- The Simulator calculates the value of the punitive tax, if it applies,
at the end of the season with the total team payroll that has been spent by the
team and adds the expense at that moment.
Per example, a team payroll of 57 millions will cost 2 millions in punitive tax.
19.7.4- The estimated yearly expenses for a punitive taxes vary between 0
and 5 millions.
19.8- Dept Interest
19.8.1- The Simulator calculates and adds the dept interests
expenses before the regular season, depending on the dept of the team at that
moment.
19.8.1.1- For the 1st year, the interest is calculated on the
amount of the initial loan, which includes the city purchase cost and minimal
arena construction cost (25 millions).
19.8.1.2- For the following years, the interest of the current
year is calculated on the final dept of the previous year.
19.8.2- The basic interest rate is 10%
19.8.3- The estimated yearly expenses for the dept interest
vary between 5.5 and 14.5 millions for the first years and then varies depending
on the indeptedness rate.
19.9- Income tax
19.9.1- The Simulator calculates the income tax expenses at the
end of the year depending on the profit for that year.
| City
| % Tax |
City |
% Tax |
Nashville |
8.30% |
San Francisco |
10.30% |
Memphis |
8.30% |
San Jose |
10.30% |
Birmingham |
8.70% |
San Diego |
10.30% |
Miami |
9.20% |
Riverside |
10.30% |
Tampa |
9.20% |
Sacramento |
10.30% |
Orlando |
9.20% |
Indianapolis |
10.30% |
Jacksonville |
9.20% |
Baltimore |
10.30% |
Dallas |
9.30% |
Louisville |
10.30% |
Houston |
9.30% |
New Orleans |
10.40% |
Austin |
9.30% |
Hartford |
10.50% |
San Antonio |
9.30% |
Bridgeport |
10.50% |
St-Louis |
9.40% |
Minneapolis |
10.70% |
Kansas City |
9.40% |
Salt Lake City |
10.90% |
Oklahoma City |
9.40% |
Columbus |
11.00% |
Denver |
9.50% |
Cincinnati |
11.00% |
Las Vegas |
9.50% |
Cleveland |
11.00% |
Portland |
9.60% |
Toronto |
11.20% |
Philadelphia |
9.70% |
Ottawa |
11.20% |
Pittsburgh |
9.70% |
Hamilton |
11.20% |
Virginia Beach |
9.70% |
Milwaukee |
11.40% |
Richmond |
9.70% |
Providence |
11.40% |
Chicago |
9.80% |
New York |
12.00% |
Boston |
9.80% |
Buffalo |
12.00% |
Atlanta |
9.80% |
Rochester |
12.00% |
Calgary |
10.00% |
Washington |
12.00% |
Edmonton |
10.00% |
Vancouver |
14.70% |
Seattle |
10.00% |
Winnipeg |
17.40% |
Charlotte |
10.00% |
Montreal |
20.00% |
Detroit |
10.10% |
Québec |
20.00% |
Phoenix |
10.20% |
|
|
Los Angeles |
10.30% |
|
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19.9.2- The estimated yearly expenses for income taxes vary between 0 (if no
profit) to X millions (depending on profits).
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Section 20- Finance (debt)
20.1- It is allowed to have a negative cash balance during the season and end it
with a deficit.
20.2- If a team ends the season with a negative cash balance, it will
automatically loan that amount. That amount is added to the team's debt.
20.3- If a team ends the season with a positive cash balance, it will
automatically reimburse that amount. This amount decreases the team's dept.
20.4- A team pays interest at the beginning of each year on the final dept
amount of the previous year at a 10% rate.
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Section 21- players contracts
21.1- General
21.1.1- The minimum player salary is 450,000$.
21.1.2- The maximum player salary is 9,000,000$.
21.1.3- The players in the farm clubs salary count for 10%.
21.2- Entry Draft
21.2.1- The players eligible to the Entry Draft are the new
players who were not yet available for a league. It can be rookies (mostly) but
also veterans.
21.2.2- The player's contracts (year and salary) are based on the
NHL contracts.
21.3- Rookies
21.3.1- To be considered a rookie, a player has to be less than
25 years old and who never played more than 41 games in a WebSimHockey season.
21.4- Free Agents
21.4.1- Below, the attributes of each free agent type:
| Player Type |
Age |
Maximum years on a contract |
No free agency (Type 1) |
24 years and less |
Set depending of AVG |
Restricted free agents (Type 2) |
25 to 29 years old |
3 years + 1yr option (player or team) |
Unrestricted free agents (Type 3) |
30+ years old |
3 year + 1yr option (player or team) |
21.4.2- A player becomes a free agent when their contract has ended (at the end
of the year if there is 1 year left to a contract).
Example: A 29 years old player that has 1 year left under contract will be
unrestricted free agent (Type 3) at the end of the season.
21.5- Players with no free agency (Type 1)
21.5.1- A Type 1 player will automatically sign with the same team at the
end of his contract, with a 25% salary raise, for a number of years that varies
depending on his Average (AVG):
| Average |
Number of years |
0 to 69 |
4 |
70 to 75 |
3 |
76 to 79 |
2 |
80+
|
1 |
21.6- Restricted Free Agents (Type 2)
21.6.1- A Type 2 free agent can sign a contract for a maximum of 3 years.
21.6.2- The offer must be a multiple of 10,000$.
21.6.3- You can make an exclusive offer to your Type 2 players.
21.6.3.1- First, you have a chance to sign your Type 2 players before any other
team during the "Type 2 Free Agents Signature (your team only)" step.
21.6.3.2- Second, If your offer is considered insufficient, all the other teams
will have the opportunity to make an offer on that player during the "Type 2 Free Agents Signature" step
21.6.3.2.1- During the "Type 2 Free Agents Signature" step, you must make an offer to your type 2 players in order to keep your rights to accept compensations or to match the offer. However, making an offer also force you to accept salary arbitration if it happens.
21.6.4- The evaluation of the offers will take the following criterias into
account::
21.6.4.1- Annual salary offered
21.6.4.2- Duration of contract
21.6.4.3- Option year (player or team)
21.6.4.4- Maximum average (AVG) that can be reached during the contract.
21.6.4.5- Player status (Legend: 90+ AVG, Superstar : between 80 and 89 AVG,
Star: between 75 and 79 AVG, Established: betwee 70 and 75 AVG).
21.6.4.6- Possibility that the player won't benefit his unrestricted free agent
status at 30 years old.
21.6.4.7- Investment in negociations
21.6.4.8- Climate
21.6.4.9- Prestige
21.6.4.10- Income tax rate
21.6.4.11- Loyalty
21.6.5- Here are the possible scenarios during the "Type 2 Free Agents Signature" step:
21.6.5.1- If the better offer comes from the player's team and is superior to
the minimum acceptable salary for that player, the player signs with the team at
the conditions offered (salary, years, option).
21.6.5.2- If the better offer comes from the player's team and is inferior to
the minimum acceptable salary for that player, the player signs with the team
but the salary is determined by the arbitrator at +0 to +30%, randomly, of the
minimum acceptable salary.
21.6.5.3- If the better offer comes from another team and is superior to the
minimum acceptable salary for that player and the team that owns the rights
decides to accept the compensations(his must must have made an offer to have these rights); the player signs with the new team at the
conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't get any compensations.
21.6.5.4- If the better offer comes from another team and is superior to the
minimum acceptable salary for that player and the team that owns the rights
decides to match the offer(his must must have made an offer to have these rights); the player signs with his original team at the
conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't have the opportunity to match the offer.
21.6.5.5- If the better offer comes from another team and is inferior to the
minimum acceptable salary for that player and the team that owns the rights
decides to accept the compensations(his must must have made an offer to have these rights); the player signs with the new team at the
conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't get any compensations.
21.6.5.6- If the better offer comes from another team and is inferior to the
minimum acceptable salary for that player and the team that owns the rights
decides to match the offer(his must must have made an offer to have these rights); the player signs with his original team at the
conditions offered (salary, years, option). If the player's team didn't make an offer, the player will sign with the team who have made the best offer and his old team won't have the opportunity to match the offer.
21.6.5.7- If a player does not receive an offer, he automatically becomes an
unrestricted free agent and is available to sign by all teams.
21.6.6- A GM cannot offer a contract to a restricted free agent (type 2) that
belongs to another team unless he possesses all the required compensations. 21.6.6.1- All compensations must be for the next year draft only.
21.6.7- Si a team decides to let a player go, it will be eligible to a
compensation.
21.6.7.1- Below, the compensation table for restricted free agents.
| Potential |
Compensation draft pick for the next entry draft |
Compensation amount ($) |
85+
|
2 first and
1 second round
|
20 000 000$ |
80 to 84 |
1 first and
2 second round |
10 000 000$ |
75 to 79 |
1 first and
1 second round |
5 000 000$ |
70 to 74 |
1 second round |
2 500 000$ |
65 to 69 |
1 second round |
1 500 000$ |
60 to 64 |
1 second round |
1 000 000$ |
60- |
- |
500 000$ |
21.7- Unrestricted free agents (Type 3)
21.7.1- The maximum offer for a player is
9,000,000$.
21.7.2- An unrestricted free agent can sign a contract for a
maximum of 3 years + 1 option year (team or player).
21.7.3- The offer must be a multiple of 10,000$.
21.7.4- The offer must be higher than the minimum acceptable
salary for that player.
21.7.5- The player signs with the team that offers the best
conditions.
21.7.6- You have 1 opportunity to sign your unrestricted free agents before
they are available to all teams.
21.7.7- The offer evaluation will take into account the
following criterias:
21.7.7.1- Annual salary offered
21.7.7.2- Duration of contract
21.7.7.5- Player status (Legend 90+ AVG, Superstar between 80 and 89 AVG, Star
between 75 and 79 AVG and Established between 70 and 74 AVG).
21.7.7.6- Investment in negociations
21.7.7.7- Climate
21.7.7.8- Prestige
21.7.7.9- Income tax rate
21.7.7.10- Loyalty
21.7.8- No-trade Clause: A player signed during the
Unrestricted free agents (Type 3) round of signature opened to all teams must be kept in your team during the first year of his contract. The player cannot be
traded, although the player can be sent to waivers.
21.7.9- Player's option year
21.7.9.1- At the end of a player's contract, the player's
agent (simulator) decides if the player uses his option year or if he will test
the unrestricted free agent market.
21.7.9.2- If the option is being used, the player stays with the teams for one
more year at the same conditions.
21.7.9.3- A player's option offered in a contract is a
plus-value for the agent.
21.7.10- Team's option year
21.7.10.1- At the end of a player's contract, you (the GM),
will decide if you keep the player for an additionnal year or if the player will
test the unrestricted free agent market.
21.7.10.2- If the option is being used, the player stays
with the team for one more year at the same conditions.
21.7.10.3- A team's option offered in a contract is
considered a downside by the agent.
21.7.11- A player without contract will remain available to
all teams during the season. You can sign the unsigned free agents at any time
during the season, using the same rules applicables to unrestricted free agents.
21.8- Buy-out Contract
21.8.1- You can buyout a player's contract at any time.
21.8.2- The buyout cost of a contract is 50% of the reminder
of the salary until de end of the season PLUS 50% of the player's salary for the
remaining years of the contract, including the option years.
21.8.3- A player whose contract has been bought out
automatically becomes an unrestricted free agent (Type 3).
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Section 22- team payroll
22.1.1- The team payroll is the value for all professionnal players salaries
(scratched or not).
22.1.2- The coach's salary is not included in the team payroll.
22.1.3- Injured players (Durability < 80) are not included in the team payroll.
22.2- Salary Cap:
22.2.1- The salary cap is 55 Millions.
22.2.2- A team that is over the salary cap during
the season will pay a punitive tax (1$ per dollar above the cap) at the end of
th22.2.3- Since the team payroll expenses are added
to the Balance Sheet after each regular season game (1/82 of the team payroll),
it is the actual money spent on the payroll during the season that counts for
the punitive tax calculation.
At the end of the season, in the Balance Sheet, we use the
amount found under Professionnal Players Salary.
That means that you could be over the salary cap during the
season but still not pay a punitive tax at the end of the season, if the total
for the season is lower than the salary cap.
22.2.4- Below, the table for punitive tax penalties for teams above the salary
cap at the end of the season.
|
Amount above teh Cap |
Penalty |
|
0 to 5 Millions |
1$ for each $ above the Cap |
|
5 Millions and more* |
1$ for each $ above the cap
AND
Unable to save the Pro/Farm |
* The Commissioner can add penalties if a team is above the
salary cap for more than 5M$, during the season. It is stronly suggested that
these penalties are approved by the league's GMs.
22.2.5- The salary cap does not apply during the off-season.
22.3- There is no minimum amount required to spend on the salary cap.
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Section 23- lineup
23.1- The GMs must save their lineup directly on the Web.
23.2- The lineups are updated instantly on the Website.
23.3- You can change your lineup in seconds just before a simulation.
23.4- If your lineup is invalid (injuries, suspension, etc,), the Simulator will fix it for you.
23.5- Your lineup is made of exactly 20 professional players.
23.6- Your lineup must be made of exactly 12 forwards, 6 defensemens and 2 goaltenders.
23.7- Overall, your professional team (lineup + scratch) can have a maximum of 25 players
(maximum 5 scratch players).
23.7.1- In playoffs, your professional team (lineup + scratch) can have a maximum of 30 players
(maximum 10 scratch players).
23.7.2- In playoffs, all players moving from farm team to pro team will return to the pro team at the beginning of the Post-Season step. See Rule 24.8 for waiving system during playoffs. 23.7.3 In playoffs, all players moving from pro team to farm team will return to the farm team at the beginning of the Post-Season step.
23.8- Overall, your professional team (lineup + scratch) and farm team must have a minimum
of 22 players.
23.9- Overall, your professional team (lineup + scratch) and farm team can have a maximum of 40
players.
23.10- At the end of the universal draft, you must determine who will be your starting
professional and farm team. This is an important decision because of the rules
applicable to the waivers and your team payroll.
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Section 24- waivers
24.1- A player can be sent to the waivers if he is sent to the farm team and is
in one of those two situations:
24.1.1- Is at least 25 years old.
24.1.2- If he has played 10 or more games with the professional team.
24.2- A claimed player from the waivers is automatically sent to the professional team.
24.3- When a player is sent to waivers, he is available to all teams and will sign on the second
simulation after he was waivered, if he has received an offer.
24.4- After 2 simulations, an unclaimed player will join the farm team.
24.5- Of all interested teams, the player will sign with the team that has less standing points
after the second simulation.
24.6- For the first 10 simulations of the first season, the teams priority order
for waivered players is determined on the number of players above 80 OV that
each team has. If both teams have the same number of players above 80OV, the simulator will use the number of players above 75OV instead. If the equality persits, the player chooses one city randomly.
24.7- For all the seasons except the first one, the previous year's standing is
being used for 10 simulations to determine the teams priority.
24.8-In playoffs, all players can move from pro to farm team and from farm to pro team. There is no waivers effective during playoffs. Players will return to where they were at the beginning of the playoffs once the league is in Post-Season step.
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Section 25- trades
25.1- The Trade Deadline is on the 120th day of the calendar (about 66% of the
season).
25.2- A trade can be made of the following elements:
25.2.1- Players
25.2.2- Draft Picks
25.2.3- Money
25.3- A future consideration cannot be included in a trade.
25.4- For a trade to be accepted, a GM must submit an offer and the other GM
must accept it.
25.5- If the trade is not considered as being fair by the Simulator, the
Commissioner must manually approve or reject the trade.
25.6- Once a trade is completed, the Simulator automatically updates all the elements included
in the trade for both teams.
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Section 26- RETIREMENT
26.1- 26.1- No matter how many years are left on his contract, a player retires
during the off-season when one of the following conditions has been met:
| Age |
Average |
40+ years old |
Less than 70 |
35+ years old
|
Less than 65 |
30+ years old |
Less than 60
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Section 27- Points
of participation
27.1- The GMs accumulate points of participations when they:
Read an article |
+1 |
Evaluate an article |
+1 |
Contribution to the articles (daily budget spent) |
+2 |
Writing an article |
+5 |
Non-responded trade offer (per day) |
-1 |
Invalid lineup (auto lineup) |
-2
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Section 28- simulator
28.1- Offensive, Defensive and Neutral Zone Plays
28.1.1- Below, you will find the offensives plays that can be attempted during a game and the
attributes that influence their success:
28.1.1.2- Passing: Hockey sense (10%), Experience (15%), Fatigue (10%), Finesse (15%), Passing (50%)
28.1.1.3- Carry the puck : Hockey sense (10%), Experience (15%), Fatigue (15%), Intensity (5%),
Speed (35%), Finesse (20%)
28.1.1.4- Shoot from the slot : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (10%),
Shooting (40%), Finesse (15%)
28.1.1.5- Shoot from the point : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (20%),
Shooting (40%), Finesse (5%)
28.1.1.6- Shoot from the sides : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (15%),
Shooting (40%), Finesse (10%)
28.1.1.7- Shoot from behind the net : Hockey sense (10%), Experience (15%), Fatigue (10%),
Strength (5%), Shooting (40%), Finesse (20%)
28.1.1.8- Shoot (other) : Hockey sense (10%), Experience (15%), Fatigue (10%), Strength (25%),
Shooting (40%)
28.1.1.9- Deke and shoot : Hockey sense (10%), Experience (15%), Fatigue (15%), Speed (20%),
Shooting (15%), Finesse (25%)
28.1.1.10- Dumping : Hockey sense (10%), Experience (15%), Fatigue (5%), Strength (5%),
Shooting (40%), Finesse (25%)
28.1.1.11- Clearing : Hockey sense (10%), Experience (15%), Fatigue (5%), Strength (25%),
Shooting (40%), Finesse (5%)
28.1.2- Below, you will find the defensive plays that can be attempted during
a game and the attributes that influence their success:
28.1.2.1- Intercepting : Hockey sense (10%), Experience (15%), Fatigue (10%), Intensity (5%), Speed (15%), Finesse (25%), Defense (20%)
28.1.2.2- Shot block (goaltenders) : Hockey sense (10%), Experience (15%), Fatigue (5%), Strength (5%), Intensity (5%), Speed (15%), Finesse (10%),
Shot block * (35%) *For a goalie, Shooting attribute = Shot block attribute
28.1.2.3- Shot block (forwards and defensemens) : Hockey sense (10%), Experience (15%), Fatigue (5%), Intensity (10%), Finesse (5%), Defense (55%)
28.1.2.4- Body Check : Hockey sense (10%), Experience (15%), Fatigue (15%), Strength (25), Intensity (20%), Speed (5%), Defense (10%)
28.1.2.5- Stealing : Hockey sense (10%), Experience (15%), Fatigue (10%), Intensity (5%), Speed (20%), Finesse (20%), Defense (20%)
28.1.2.6- Poking : Hockey sense (10%), Experience (15%), Fatigue (5%), Intensity (5%), Speed (10%), Finesse (10%), Defense (45%)
28.1.3- Below, you will find the neutral zone plays that can be attempted
during a game and the attributes that influence their success:
28.1.3.1- Faceoff : Hockey sense (10%), Experience (15%), Faceoff (75%)
28.1.3.2- Fight : Hockey sense (10%), Experience (15%), Fatigue (20%), Intensity (20%), Strength (35%)
28.1.3.3- Take possesion of the puck : Hockey sense (10%), Experience (15%), Fatigue (20%), Intensity (15%), Speed (40%)
28.2- Momentum
28.2.1- The Momentum points increase the success rate of all the attempted plays during a game.
28.2.2- Below, the elements that influence the Momentum during a game (long term):
28.2.2.1- Receiving team(+)
28.2.2.2- Leader attributes (+)
28.2.2.3- Winning sequence (+) or loosing sequence (-)
28.2.2.4- Goals during a game (+)
28.2.2.5- Important saves during a game (+)
28.2.2.6- Winning fights during a game (+)
28.2.2.7- Body checks during a game (+)
28.2.2.8- Time-outs (+)
28.2.2.9- End of period (- if leading and + if behind the momentum)
28.2.2.10- Coach's Preparation and motivation attributes (+)
28.2.2.11- Trades with important players (75+ AVG) (-)
28.2.2.12- Travels (-)
28.2.2.13- Travels investment (+)
28.2.2.14- Recent coach change (+)
28.3- Advantage
28.3.1- The advantage points increase the success rate of the next attempted play.
28.3.2- Below, the elements that influence the Advantage during a game (short term)
28.3.2.1- Win a faceoff (+)
28.3.2.2- Successful pass (+)
28.3.2.3- Successful interception (+)
28.3.2.4- Successful puck stealing (+)
28.3.2.5- Successful body check (+)
28.3.2.6- Successful puck dumping (-)
28.3.2.7- Successful puck clearing (-)
28.3.2.8- Power plays (+)
28.3.2.9- Remove the goaltender (+)
28.3.2.10- Complete a play with a good hockey sense attribute (+)
28.3.2.11- Complete a play with a good experience attribute (+)
28.3.2.12- Coach's Power Play attribute (+)
28.3.2.13- Coach's Penalty Kil attribute (+)
28.3.2.14- Coach's Even Strength attribute (+)
28.4- Line change
28.4.1- The Simulator determines when there is a line change depending on the time spent on the
ice and the game situation (faceoff, dumping or clearing).
28.4.2- The Simulator determines who gets on the ice depending on the game situation (Even
strength, power play, penalty kill), the lines number and the players fatigue.
28.4.2.1- If a player gets injured during the game, the Simulator replaces the injured player with
the best player in the better condition at the same position, if possible.
28.5- Penalties
28.5.1- Before each play, the Simulator calculates the possibility that each player has a penalty
depening on his position, his Discipline attribute and the team in control of
the puck.
28.5.2- When there is a penalty, the Simulator selects a penalty type and an appropriate number of
minutes.
28.6- Injuries
28.6.1- Before each play, the Simulator calculates the possibility that each player on the ice
has an injury, depending on his position, his Durability attributes and the
Roughness penalties that happened recently.
28.6.2- When there is an injury, the Simulator selects an injury type and decreases the
Condition of the player.
28.7- Fights
28.7.1- Before each playthe simulator calculates the probability that there is a fight based on the number of fighter on the ice at the same time.
28.7.2- The simulator determines the winner of the fight depending on the strength of each fighter and chance. In cas of a draw, no winner is determined.
28.7.2.1- The fighting attributes are his Condition, Fatigue, Intensity and Strength at the time
of the fight.
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Section 29- Customizable Rules
29.1- Each league has the freedom to customize more than 15 rules. When WebSimhockey adds new options to the system, this is done using customizable rules so it does not disturb leagues that are under way and they can enable them whenever they like.
29.2 Customizable rules :
R1 - Salary Cap (Can be modified before each season only)
R2 - Block the simulation when a team is above the salary cap (amount above the cap is configurable)
R2.1 - Block the simulation when a team is above the salary cap of X $
R3 - Suspend the best player (except for the goalie) of a team who would block the simulation because of rule R2*. Activating this rule will void the simulation from being block weither the rule R2 is active or not. Only one player per team can be suspended at the same time. Note: If the rule R2 is non active, the maximum allowed above the cap without a suspension is 5M$.
*The simulator suspends a player before the game and before the automatic lineup. If a team has an invalid lineup and the simulator brings a player from the farm team to fix the situation and that causes the team to be over the maximum cap allowance, no player will be suspended for that game. The team will need to resolve the situation before the next game unless the rule will then apply.
R3.1 - Suspend the player for
R3.2 - Auto buyout contract after more than X suspensions. If a team has more player's suspensions than the allowed limit (configurable R3.2.1), the player with the highest salary (excluding goalies) will have his contract automatically rebought by the team. Note: The team must
have over 25 players excluding waivers.
R4 - Force the simulator to bring a player from the farm club to the pro team if necessary when there is an invalid lineup and the simulation is blocked.
R5 - Activate the Trade Committee. The committee of 5 GM (1 per division + commissioner) will be responsible for accepting or refusing trades. If this rule is not active, the trade committee will be made of the Commissioner only.
R6 - Activate the Revenues Sharing. The revenues sharing redistributes money from the teams that have revenues above the league average to the team that have revenues below the league average. The percentage of those revenues is customizable.
R7 - Forbid to send a player to waivers that was signed during the Type 3 Free Agents (unrestricted) signature, for the whole year following the signature
R8 - Forbit to send a player to waivers right after signing that player from the waivers for a customizable number of days.
R9 - Limit financial liberty for teams who have a dept superior to a customizable amount.
R10 - Waivers type:
- Simple: A player will be waived if he is sent to the farm team and has 25 years old and more or has 10 GP and more in a season. The rule applies only from step Season of season 1.
- Advanced : A player will be waived if he is sent to the farm club and has a contract type "With Waiving". The type of contract is not defined at the time of signing. This means that the type of contract may change when atributes change. This means that the contract type could switch from "With Waiving" to "Without Waiving"t. If this happens while the player is in the farm team, he may remain there without being subject to waivers. However, when he will join the pro team, he will no longer be able to return to the farm teaml without going through waivers. This rule is always valid including steps before season 1.
R11 - Prohibition of signing a player whose salary would have the effect of having a payroll higher than a certain amount above the salary cap. This rule is valid only for signing free agents/wavers and the step of Players Contract Signature (Type 3) open to all teams.
R12 - 2-Ways Contract. Activate the 2-Ways Contract. If the contract salary is higher than the amount defined in R12.1, the team must pay the total amount of the contract even if the player is in the farm team.
R13 - Prohibited Trades
- All trades allowed
- Trade prohibited between GMs using the same IP address if one of them has been placed under league control during the season.
- Trade prohibited between GMs using the same IP address.
R14 - Do not allow a trade if X
players or more have been traded by one of the team during the last Y
days. (Valid only during "Season")
R15 - Allow to draft Prospects
R15.1 - When do Prospects should get their attributes* ?
- Anytime
- Anytime except in the playoffs
- Before the start of the season or after the playoffs only
*Regardless of the chosen option, no Prospect will ever receive its attributes during the players draft
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Section 30 -
Prospects
30.0- The Prospect module allows to draft (if the league allows it) players without attribute but who have already been drafted in the NHL in the first 2 rounds during the last 2 years 30.1- A Prospect is a player without any attribute 30.2-The position of the player may change as long as he doesn't get his official attributes 30.3- Age of a Prospect is set when he receives his attributes only 30.4- Prospects are players who have been drafted in the first 2 rounds over the last 2 seasons in the NHL 30.5- To draft a Prospect, rule R15 must be activated (see Section 29 - Customizable rules) 30.6- If rule R15 is activated, you can draft 2 Prospects maximum per draft 30.7- Read R15.1 to know when attributes are set
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