Okay, here is a link to a different way to look at the capbook: https://spreadsheets.google.com/spr...LbkmadG5BaFFuWE9GdC10ODl5Q0NTZjBhQmc&hl=en_US Here is a link to a ROUGH rulebook (still in progress): https://docs.google.com/document/d/...Epf_T_vMHe24wmn_oo3aTSE/edit?authkey=CLXsveMC It is still VERY rough....so bear with me. I still probably need some feedback, but I am working on this as a result of hearing some rumors that all the wonderful additions to offline franchise mode....won't make it to online. No cap, in other words. I realize XFN is working on their own cap system, and I don't know if their setup will work with Madden 12. If it does and we like it, go for it. But here are the major changes to capbook 2.0: 1. No more modifiers based on position. Completely eliminating the concept. This would make it a lot easier for position changes if we decide to keep that in Madden 12. 2. Contracts - yup, I am working out contracts. Contracts can go from 1-4 years, and have limits on how many of each type of contract on each team (cannot have more than X 4-year deals, X 3-year deals, etc.). Contracts are also paid out in percentages each year based on the contract length. I put the percentage on the master stats tab of the "new" cap book. 3. No more partial payouts for TE/FB/K/P: you pay based on overall and contract length. You want the elite kicker, you pay for him. 4. No more maximum base salary payout. It has been eliminated to allow contract payouts to go higher up based on contract lengths. 5. Base salary and bonus minimums increase. With no modifier, I boosted the minimums to try to fall in line with the different attitude around contracts. The idea behind this is to be more realistic, and easier for owners to grasp. However, it will be a bitch for cap guys. I'm not gonna lie - there's a lot of work involved with different formulas for each contract length, making sure contracts are correct, and maximum amounts of contracts are correct. I only have the master stat sheet and the Chargers cap book. Look it over and if you have any ideas that I might be able to incorporate, I'll try to and make it easy. Or maybe this is not easy at all. Not entirely sure.