Oh, I agree it makes sense, mostly. I'd take issue with the $20M+ team value assumption, but my players don't have TPE within a few weeks of me training them anyway, and rarely have TPEs when I buy them (I'm one of those wierdos that insist on defense and side skills *gasp*), so I may not have a great grasp of what my team's really worth -- and this is my inaugural d.II season anyway.
The $20M figure came from a 10 player team with an average player value of $2M.
If you're going to 2-position train and lose, why not 6-man training? 48-ing a player isn't that hard, and you don't get messed up that often, especially if you don't actually care about winning.
There just wasn't enough data available for 3-position training (or 1-position, for that matter) when crunched the numbers. Not to mention some things, like RB and DR, can only be trained 2-position (or Team).
I wouldn't go basic on the doctor -- 5 week injuries can vaporate a LOT of trainee value. [...] But is saving 10-15k/week on the doctor worth the significantly higher risk of +5 injuries?
You could always sell an injured trainee and replace him, though you're right, there is a lot of loss there. I don't have a whole lot of faith in the doctor portion of the team staff. If anyone has any figures on whether my lvl 6 doc is any better than, say, a lvl 3, I'd love to see them. I keep the lvl 6 around for piece of mind.
I can say for certain that there's a big financial gap between even just II and III -- my player salaries are 30-odd percent higher than last season and I'm still clearing almost four times the typical weekly profit (salaries from ~180k last season in III to ~250k this season; typical weekly profit from ~40k to ~150k). Granted, I won't make a deep playoff run here, but if I were to burn the team and deliberately relegate, my gross receipts would probably be cut by 50% or more for each league level I dropped.
One of the things that got me thinking on this was mostly the attendance factor. Jelme and TUG are still selling seats while their teams suck phallus, and some of my data came from Postal last season (she'd lost something like 9 straight, had 3 consecutive walkovers in competitive games (one of those a TV game, iirc), and was still selling ~7k tickets per game). What I couldn't really factor into my numbers were things like STH, as I have no idea what type of STH loss could be expected while falling through divisions, how much a team of such tiny value would hurt the TV money for an entire league, what sort of merch revenue to expect, etc.
The other thing you wind up implicitly doing with that plan is playing a market game rather than a basketball manager game. Don't get me wrong, I'm not one of those people that thing the transfer market should be regulated to the point where day trading or carry trading is impossible, or greatly laments inflation/deflation/etc in the player market -- I just know that personally I don't come here to play the stock market. If I wanted to do that, I'd go over to Yahoo Finance or something. Each his own, I suppose, but it seems to me that the basic premise of this is that player transfer prices will remain flat or drop while you're banking cash. If player transfer prices move higher, then your banked capital is being eroded and you're not getting the returns of higher income from being in a higher division.
You're absolutely right here, and preaching to the choir a bit. However, if you're in a higher division paying $350k-$450k/week on player wages while making a profit, how much profit do you think could be made if you suddenly cut $300k+ in wages?
Even if I still think my idea could be done, I seriously doubt my ability to follow through with it; mostly because I like the winning part of this game more than I like the training part.