yea, I agree...just restating that the underdeveloped, younger player option should be a viable option compared to the historical player option.
yea, I agree...just restating that the underdeveloped, younger player option should be a viable option compared to the historical player option.
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....
Originally Posted by Slyder
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....
Originally Posted by Slyder
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.
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.Originally Posted by DiamondDave
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+
so 1 point per range bump then???
Give Me a Bottle of Anything and a Glazed Donut, To Go....
Originally Posted by Slyder
That's right on the money for what I was thinking.... this SHOULD make a 4.5 spectOriginally Posted by Providence A's
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....
Originally Posted by Slyder
I think that would be good.Originally Posted by DiamondDave
btw...that looks like a great plan to use to create players.
Originally Posted by CrazyEights
See... I'm good for SOMETHING!!
Give Me a Bottle of Anything and a Glazed Donut, To Go....
Originally Posted by Slyder
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.Originally Posted by DiamondDave
yeppers
Give Me a Bottle of Anything and a Glazed Donut, To Go....
Originally Posted by Slyder
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?
Need more than 25 points...and I dislike the fielding percentage idea. Not bad though.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
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.Originally Posted by RockSports17