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Originally Posted by RANGER11JP
metsgeek,
Thank's for the quick response.
There's 10 different player creation modifiers, some of which are presently no where near .9. What will tweeking these all directly affect. And then, what do those Major League Eqivalencies do? THIS is why my brain hurts!!!
JP 
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The way I understand it:
1) The modifiers are basically multipliers. 1.0 is equivalent to modern day talents. Since you're using historical modifiers in your majors, the numbers reflect the talent levels based on actual player stats from that era. If you wanted to create an entirely fictional league with historically correct stats, these modifiers should results in similarly talented players to the actual ones.
2) If you want players created with better talents, raise the modifiers above 1.0....worse talents, drop the numbers below 1.0
3) In the deadball era, the historical modifiers will obviously be very low as far as power goes....probably below .1. On the other hand Movement will be extremely high....perhaps 5.0 or higher.
4) Here's my
adjusted recommendation: Each preseason, manually multiply the actual major league modifiers by .9 (or .8 or whatever lower value you choose) and input those numbers into the league setup page (On the strategies and equivalenies tab).
Ultimately, though, you just need to fiddle around with the game for 10-20 hours to get the hang of most of it. Read the manual, and above all...
DON'T FORGET TO SAVE YOUR SETUP AS A QUICKSTART BEFORE YOU BEGIN THE LEAGUE.
That way, you can tweak it at will without having to build it again from scratch.