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#1 (permalink) |
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Bat Boy
Join Date: Oct 2004
Posts: 5
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pitcher rpg parameters
After reading this article on the mechanics of breaking balls, i wonder if a player can play "god" even more in this game by emphasizing the strength of their arm. Just as one uses assigned points to choose stamina or intelligence, why not favor an arm to impart greater spin over throwing force
http://popularmechanics.com/science/...ch/index.phtml http://www.cis.syr.edu/mame/simfluid/redder/baseP.html the 2nd website features pitching throw variables on throwing a knuckleball Last edited by Balls on Base : 10-28-2004 at 10:52 AM. |
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#2 (permalink) |
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Bat Boy
Join Date: Oct 2004
Posts: 5
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I wonder if it is possible to attribute a measure of strength points to a pitcher on a "per game" basis, based on their stamina talent, and give the player the ability to assign each pitch an amount of power points based on the physics model of pitching featured in the knuckleball link above, such as pitch speed, spin, angle of delivery etc. Each time you pitch, the amount of strength is deducted from your total available until you tire and need relief.
So if a player is facing a-rod, one can max out their pitches, but if its late inning and you are pitching a no-hitter, will you have enough left for hideki matsui coming up after a-rod? knuckleball knowledge might be nice in that situation. If its too complex for some, then one can pre-program their pitches where "F1" on the keyboard is a hot fastball (maxed out velcoity low spin low angle), "f2" is a curveball with low velocity, high angle high spin (lollypop curveball), "f3" is a cut fastball (medium velocity, high spin medium angle), f4 a change up (low velocity, low spin low angle) etc etc. alternatively, is a player is a closer, they might have enough octane to take out 4 at bats, but if they linger to batters 5 or 6, will they have the gas to shut out the inning? anyway, one can bypass all of this in regular games, but one might want to use this in big games. |
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#3 (permalink) |
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Bat Boy
Join Date: Oct 2004
Posts: 5
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Now that Im in the majors, i can see why such a system may not be possible to innovate into this game: the play by play reveals a game with an excellent statistical simulation of baseball, very realistic. But if increased player intervention is front loaded into the system, it might lose the realism contained in ootp. So a balance is struck between stats and player options.
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