View Single Post
Old 02-07-2009, 11:33 PM   #20 (permalink)
Rondell Tate
Minors (Double A)
 
Join Date: Aug 2008
Posts: 169
Thanked 1x in 1 post
What I said was NO replacements better than a journeyman. I have two "tests" whether the replacements are about right for a given league:

1) Are there a lot of them playing regularly? If so, I will reduce the starting modifiers further, as I want them available if needed, but not bumping decent real life players to the minors.

2) Are any of them stars, and if so, how many? Usually, they show up in pitching, which like real life seems to have more variance. Reducing all the AAA numbers by .200 to .250 points, I have never seen a real star hitter ... one player who made an all-star team in one year, but he wasn't going to get any votes for the Hall of Fame. In that league (I played 1960-1965 or 66), there were typically 2-3 replacements per team, mostly middle relievers. If that's still too many for your taste, then set the numbers down .300 across the board. I would save the game as a quickstart, then add the minors with adjusted numbers and let it run off 3-4-5 years, then check the records for names you don't know. If it's not to your liking, you can either adjust your quicksave as needed or simply start for real.

Subtracting .300 from AAA (you'll pretty much start at .500 to .550 in AAA) is for guys who want the best replacement player to hit .225 in the bigs ... possibly unless you're in the dead ball era. That game doesn't interest me and I haven't played with it to see.

I suggest starting your AAA at about .600 (.500 for power) and your AA at .500 (.400 for power). I don't bother with A ball, because I neither want nor expect these guys to develop into big leaguers. The only reason I bother with AA is I can set them to unlimited rosters and use it as a giant slush fund of replacements (my most recent game, my AAA team have four pitchers hurt and w/out AA to fill the roster, I would have had real prospects pitching 350 innings to make up the slack. Instead, I signed five useless FA starters, assigned them to AA and made sure there were bodies in the AAA rotation so my real players didn't get ruined in the minors.

But I have never seen any player starting at .200 or .250 for player creation modifiers develop into a useful ML replacement, so if you want A ball, that's probably a safe modifier.

As far as adjusting for speed/glove, I haven't tried exporting and batch-adjusting the Excel files (although I'm going to now). Usually, I go into the AAA and AA rosters and the FA list before starting play, as those are all fictional players, and take down most of the speed guys.

As SteveP said, you can always check later by seeing if they had real life stats. If I get the levels right for a given era, I can't tell the difference without checking there, which makes for more "realistic" management decisions.
Rondell Tate is offline   Reply With Quote