Nice to see that a few new guys jumped on the PPM boat

Sorry if i haven't been here a lot lately to answer questions, but i actually have mountains of work, so not that much free time to make a jump on TBL actually
@Selne: No, attributes aren't noted on 200. There is no limit. The way the engine works (from what i've seen from intensive scouting in beta), you'd better have a realtively wide range between attributes. I don't know the exact proportions, but many of the great players in beta had a ratio of approximatively 4-2-1. Which means 4x for the main attribute, 2x for both of the secondary attributes, and 1x for the other attributes.
Let's take the example of a defenseman. 'Defense' is the key attribute. 'Passing' and 'Aggressivity' are the secondary attributes. 'Offense' is a third tier attribute, as well as (supposedly, see below) 'Shooting' and 'Technics'. 'Goaltending' is useless. So you may want the following repartition:
goaltending: 0
defense: 400
offense: 100
shooting: 100
passing: 200
technic: 100
aggressivity: 200
And here you've got "only" a 1.100 OR player, but already one attribute at 400. So clearly, don't look at 200 as a max
For a Dman, shooting and technic are only supposedly third tier attributes. The ratio between technic and aggressivity has a big influence on the number of penalties the player will receive. In our example, technic = 0.5 * aggressivity, which is way too low. Many players are so afraid about penalties that they build their guys with a 1:1 ratio, or even have technic > aggressivity. Useless. They won't take a lot of penalties for sure, but they spend excessive time training technic and will therefore not train some more key attributes for the position during that span. Here again, i don't know what the perfect ratio is. But i've seen that with technic = 0.85 * aggressivity, players don't take too much penalties. With technic = 0.8 * aggressivity, results vary: not too much penalties for weaker players, but a bit more for average players (ie 600-700 OR). So i stick with technic = 0.85 * aggressivity as a minimum. In our example, the Dman has 200 in aggressivity, so he should have a minimum of 170 in technic (instead of 100) to limitate the number of penalties he'll receive. That's one of the few exceptions to take into account with the 4-2-1 ratio.
Shooting is another story. I personnally don't link it in a direct ratio with the other attributes. If you make a PP specialist, a two-way guy, or a PK specialist (or anything in between), the importance of the shooting attribute is obviously not the same. So the ratio shouldn't be the same either. Else you'll have players with "too much" in shooting, and others with not enough. By "too much", i mean that if you have a highly skilled shutdown or stay-at-home defenseman who has a weak shooting quality, why loosing time to develop his shot? The time you get 10 points in shooting, you might gain 15 points in defense, 8 in passing and 7 in aggressivity, things that would make him a way better player in his role. The "not enough" situation is pretty much the opposite example: a pure sniper will need a lot more in shooting than what an average ratio would suggest.
So as far as shooting is concerned, i have a very strong look at the quality of the shooting attribute before determining any ratio for a player. Well, i look at qualities to determine all of my ratios so that they are very unique for each and every player (as each player is unique), but it would be complicated to go into details as i've got a pretty complex system in place. But grossly, my system is based around the 4-2-1 ratio mentionned earlier. Except for shooting. Top shooting quality = top shooting ratio, average shooting quality = average shooting ratio, etc.
That aside, yes, i've been busy selling staff members. Tons of people go with the sports academy, hoping to sell players at high prices. But as there's a lot of players on the market with globaly the same talent, prices go down. Developping the HR has all the advantages i've mentionned way earlier, but it also makes you one of the (relatively) few to sell quality staff members. Sooner or later, people realize they don't only need good players, but also good staff. They see it would cost them a lot to improve their HR, so they make the mistake of going on the maket. Many of them do it, and you're one of the few providers of talent, so prices go up and you develop your team faster than many other guys.
I've made barely 3 millions this season (roughly 75% of what my main sponsor offers me this season) by selling staff members, which allowed me to have training and regeneration facilities up to level 4 (instead of the level 3 i was looking for each), and let me enough money, combined with the regular season monetary rewards, to start the construction of my level 6 HR (instead of the level 5 planned), which will be ready just before the sponsor contracts negociations, which means i'll get even more attractive sponsors for season 2 than what i was hoping for. And i already have 15 players scouted, who therefore have their most appropriate practice regime now. That's also 15 guys who i know what they really worth and what i can expect from them in the upcoming seasons. Those who neglected HR and/or scouting know 5 players at best.
Those who started with the sports academy don't have all of that... They've got weaker staff, unknown players (slightly better, but badly developped), and at best one more level than me in practice and regeneration facilities. Thanks to better staff and better development, i can compensate that difference of one level. So i easily compete with them, but still have a level 1 sports academy... Easy to determine what will happen the day i'll start to develop my SA
