Page 13 of 15 FirstFirst ... 31112131415 LastLast
Results 181 to 195 of 221

Thread: 2009 Season Ramblings

  1. #181
    RIP Cyan 2000 - 2017 Providence A's's Avatar
    Join Date
    Apr 2005
    Location
    PVD for now.
    Posts
    26,602
    MLB ERA
    3.08
    yea, I agree...just restating that the underdeveloped, younger player option should be a viable option compared to the historical player option.

  2. #182
    Just a Gigolo DiamondDave's Avatar
    Join Date
    Apr 2005
    Location
    MD, on the Potomac River
    Posts
    5,001
    MLB ERA
    4.92
    OK.... for the underdeveloped young player to add via this points thing... all this applies to talent, not actual ratings.... and the way I see it is that after creation, for the ratings numbers (contact etc for hitters, stuff etc for pitchers), the ratings in comparison to talent should be 1 less than 1/2 the talent rating for when they are first created....

    So here goes...

    For offensive players:
    Players start with - 4 contact, 4 gap, 4 power, 4 eye, 4 K's, 4 speed, 4 stealing, 4 baserunning, 1 position they qualify at, 4 range, .955 fldg%, 4 arm (at the appropriate position, IF, OF, or C), average consistency, normal clutch, and normal injury

    18 points are given to be used to add to contact, gap, power, eye, and K's

    25 points are given to be used at speed, range, stealing, baserunning ability, arm, and fldg% (cost is 1 point for every additional 5% in fldg%)

    3 "anywhere points" that can be used in any category(s) including the following as well as the things mentioned
    Cost is 3 points to add any one position the player qualifies to play
    Cost is 1 point to be consistent
    Cost is 1 point to be clutch
    Cost is 1 point to be durable
    Gain 1 anywhere point if player is to be inconsistent
    Gain 1 anywhere point if player is to be terrible in the clutch
    Gain 1 anywhere point if the player is to be injury prone
    _________
    For Starting Pitching:
    Players start with - 4 stuff, 4 control, 4 movement, 87-90MPH, 4 endurance, 3 hold runners, 45% gb%, 2 pitches (Fastball, changeup, curve, etc), average consistency, normal clutch, normal injury rating

    16 points are given to be used to add stuff, control, movement, endurance

    8 "points" are given to be used to add MPH, gb%, pitches, and hold runners ability
    Cost is 1 point per each +1 MPH added to each end of the range
    Cost is 1 point per extra 5% gb%
    Cost is 1 point per additional point in hold runners ability
    Cost is 2 points to add an additional pitch known

    2 "anywhere points" are given to be used in any area

    Cost is 1 point to be consistent
    Cost is 1 point to be clutch
    Cost is 1 point to be durable
    Gain 1 anywhere point if player is to be inconsistent
    Gain 1 anywhere point if player is to be terrible in the clutch
    Gain 1 anywhere point if the player is to be injury prone

    _________________
    For Relief Pitching

    Players start with - 4 stuff, 4 control, 4 movement, 87-90MPH, 4 endurance, 3 hold runners, 45% gb%, 2 pitches (Fastball, changeup, curve, etc), average consistency, normal clutch, normal injury rating

    12 points are given to be used to add stuff, control, movement

    8 "points" are given to be used to add MPH, gb%, pitches, and hold runners ability
    Cost is 1 point per each +1 MPH added to each end of the range
    Cost is 1 point per extra 5% gb%
    Cost is 1 point per additional point in hold runners ability
    Cost is 2 points to add an additional pitch known

    2 "anywhere points" are given to be used in any area

    Cost is 1 point to be consistent
    Cost is 1 point to be clutch
    Cost is 1 point to be durable
    Gain 1 anywhere point if player is to be inconsistent
    Gain 1 anywhere point if player is to be terrible in the clutch
    Gain 1 anywhere point if the player is to be injury prone
    Gain 1 anywhere point for every 1 point of endurance taken away

    *****************

    Thoughts???
    Give Me a Bottle of Anything and a Glazed Donut, To Go....

    Quote Originally Posted by Slyder
    no parents I have ever seen is THIS FREAKING STUPID.

  3. #183
    Just a Gigolo DiamondDave's Avatar
    Join Date
    Apr 2005
    Location
    MD, on the Potomac River
    Posts
    5,001
    MLB ERA
    4.92
    And for historical players to be added as money costing veterans.... maybe it should be the TC that looks at the player chosen and the year/season it was, and come to a consensus for the ratings for that player
    Give Me a Bottle of Anything and a Glazed Donut, To Go....

    Quote Originally Posted by Slyder
    no parents I have ever seen is THIS FREAKING STUPID.

  4. #184
    RIP Cyan 2000 - 2017 Providence A's's Avatar
    Join Date
    Apr 2005
    Location
    PVD for now.
    Posts
    26,602
    MLB ERA
    3.08
    maybe I read it wrong, but I think Crazy said the historical player's ratings would be based on that file...it was the money that was the issue.

    also, good job Dave. It looks fine to me...just for shits and giggles, what would the base be for each position if the points were spread out evenly (as evenly as possible)? For SP it looks like 8, 8, 8, 8 for stuff, control, movement and duration. And for hitters it looks like 8, 8, 8, 7, 7 for contact, gap, power, eye/discipline, and avoidance of k's.

  5. #185
    Let's Roll CrazyEights's Avatar
    Join Date
    Apr 2005
    Location
    St. Louis
    Posts
    6,314
    MLB ERA
    3.70
    Quote Originally Posted by DiamondDave
    Cost is 1 point per each +1 MPH added to each end of the range
    OOTP won't let me change the mph that way. OOTP goes by points for mph ranging from 1-10. Here is the scale OOTP uses.

    1 = 84-87
    2 = 85-88
    3 = 86-89
    4 = 87-90
    5 = 88-91
    6 = 89-92
    7 = 91-94
    8 = 93-96
    9 = 95-99
    10 = 98-100
    Anything above 10 is 100+

  6. #186
    Just a Gigolo DiamondDave's Avatar
    Join Date
    Apr 2005
    Location
    MD, on the Potomac River
    Posts
    5,001
    MLB ERA
    4.92
    so 1 point per range bump then???
    Give Me a Bottle of Anything and a Glazed Donut, To Go....

    Quote Originally Posted by Slyder
    no parents I have ever seen is THIS FREAKING STUPID.

  7. #187
    Just a Gigolo DiamondDave's Avatar
    Join Date
    Apr 2005
    Location
    MD, on the Potomac River
    Posts
    5,001
    MLB ERA
    4.92
    Quote Originally Posted by Providence A's

    also, good job Dave. It looks fine to me...just for shits and giggles, what would the base be for each position if the points were spread out evenly (as evenly as possible). For SP it looks like 8, 8, 8, 8 for stuff, control, movement and duration. And for hitters it looks like 8, 8, 8, 7, 7 for contact, gap, power, eye/discipline, and avoidance of k's.
    That's right on the money for what I was thinking.... this SHOULD make a 4.5 spect

    and then there are the "anywhere" points that can bump things around a bit too.....

    The key to my thinking was positives and negatives... not inherently a great player... give and take... you can have a 10-10-10 pitcher, but he's not going to have all the "added" benefits.... I think that is pretty sweet
    Give Me a Bottle of Anything and a Glazed Donut, To Go....

    Quote Originally Posted by Slyder
    no parents I have ever seen is THIS FREAKING STUPID.

  8. #188
    Let's Roll CrazyEights's Avatar
    Join Date
    Apr 2005
    Location
    St. Louis
    Posts
    6,314
    MLB ERA
    3.70
    Quote Originally Posted by DiamondDave
    so 1 point per range bump then???
    I think that would be good.

    btw...that looks like a great plan to use to create players.

  9. #189
    Just a Gigolo DiamondDave's Avatar
    Join Date
    Apr 2005
    Location
    MD, on the Potomac River
    Posts
    5,001
    MLB ERA
    4.92
    Quote Originally Posted by CrazyEights
    I think that would be good.

    btw...that looks like a great plan to use to create players.

    See... I'm good for SOMETHING!!
    Give Me a Bottle of Anything and a Glazed Donut, To Go....

    Quote Originally Posted by Slyder
    no parents I have ever seen is THIS FREAKING STUPID.

  10. #190
    Let's Roll CrazyEights's Avatar
    Join Date
    Apr 2005
    Location
    St. Louis
    Posts
    6,314
    MLB ERA
    3.70
    Quote Originally Posted by DiamondDave
    And for historical players to be added as money costing veterans.... maybe it should be the TC that looks at the player chosen and the year/season it was, and come to a consensus for the ratings for that player
    Perhaps the GM could give 3 years that they would like to use for the particular player. Then the TC would determine which of the 3 years is used to import the player. From what I've seen the player ratings are based solely off the season that is being imported.

  11. #191
    Just a Gigolo DiamondDave's Avatar
    Join Date
    Apr 2005
    Location
    MD, on the Potomac River
    Posts
    5,001
    MLB ERA
    4.92
    yeppers
    Give Me a Bottle of Anything and a Glazed Donut, To Go....

    Quote Originally Posted by Slyder
    no parents I have ever seen is THIS FREAKING STUPID.

  12. #192
    RIP Cyan 2000 - 2017 Providence A's's Avatar
    Join Date
    Apr 2005
    Location
    PVD for now.
    Posts
    26,602
    MLB ERA
    3.08
    would the points cost be the same for both historical players and underdeveloped, younger players? I know both have risks, but the fact that the underdeveloped player might not develop and is going to be less talent-wise makes me feel that it should cost slightly less for one. Also, one could pick a surefire 5.0 historical player, but based on those ratings the underdeveloped might not even be a 5.0 spec. Unless you wanna bump up the created player.

    Historical player: 150 points
    Underdeveloped player: 100 points
    Cyber surgery: 100 points

    does that seem fair?

  13. #193
    59 W, 678 2/3 IP, GOAT Dry1313's Avatar
    Join Date
    Feb 2006
    Location
    NY
    Posts
    5,224
    MLB ERA
    2.30
    25 points are given to be used at speed, range, stealing, baserunning ability, arm, and fldg% (cost is 1 point for every additional 5% in fldg%)

    3 "anywhere points" that can be used in any category(s) including the following as well as the things mentioned
    Cost is 3 points to add any one position the player qualifies to play
    Cost is 1 point to be consistent
    Cost is 1 point to be clutch
    Cost is 1 point to be durable
    Gain 1 anywhere point if player is to be inconsistent
    Gain 1 anywhere point if player is to be terrible in the clutch
    Gain 1 anywhere point if the player is to be injury prone
    Need more than 25 points...and I dislike the fielding percentage idea. Not bad though.

  14. #194
    Hey Crazy, I was just looking in the participation point thread and was wondering if you included the points from not protecting players in the expansion draft

  15. #195
    Let's Roll CrazyEights's Avatar
    Join Date
    Apr 2005
    Location
    St. Louis
    Posts
    6,314
    MLB ERA
    3.70
    Quote Originally Posted by RockSports17
    Hey Crazy, I was just looking in the participation point thread and was wondering if you included the points from not protecting players in the expansion draft
    Nope...I forgot about that. I'll add those later.

Page 13 of 15 FirstFirst ... 31112131415 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •