I haven't posted about this topic on the multiple threads about the business side of this game to this point. Here are my thoughts on it.
In general, the game suffers from the web 2.0 model where players can generate content, a lot of content, for free that becomes a cost for the game in server storage. And the catalyst for this was the creation of private leagues, which allowed players to infinitely expand the number of MFN leagues without paying enough upfront or continuously for their upkeep. On this point, I'm not all that sympathetic because it's a business problem that should have been projected and mitigated from the start.
Here's what I would propose to solve the business problem:
1) Reduce server costs immediately.
The easiest way to do this is to reduce the number of public leagues. The custom leagues, whichever ones are left, should go first since the private leagues fill that need now.
Then reduce the number of MFN leagues to a fixed number, say 20, maybe fewer. Leave these leagues as
free, so they stay full and competitive.
2) Limit players to one free private league team (and get rid of the silly concept of renewing credits), and charge a nominal amount per additional team with bundle prices.
Giving players access to one private league team will whet the appetite for more competitive leagues where players are more active and generating more content.
Charging a nominal fee will mean that expansion pays for itself. How nominal? It depends on how much server space costs per team. I assume that 0.99 per month, per team would do it. And then bundle price like 2.99 a month for say 10 teams. Or 4.99 for 25 teams. Or 9.99 a month for unlimited.
Having free public leagues in limited size and one free private league team will keep the server size reduced and cut costs. And, I'm sure, there are enough players that would buy an additional private league team or two.
The problem with implementing a plan like this is that it will completely disrupt the current play structure, and make a lot of people mad.