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Old 06-11-2009, 10:59 AM   #1 (permalink)
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Historicals With Player Development On

I'm looking for that perfect hybrid between historical and fiction and would appreciate some thoughts on Player Development.

Here's what I'm looking for:

I'd like to see maybe 5-10 players out of 100 veer significantly AFTER their initial import. Ideally, the players would perform up to their first or 2nd year levels. Then the variation could begin.

Come to think of it, that might be a nice feature to have.
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OPTION: Player development begins after year 1, 2, or 3 on players imported as rookies.
That way, Freddie Lynn is Freddie Lynn, pretty much guaranteed for, say 2 years, before the "alternate universe" has a chance to kick in. Then, no matter what happens, Freddie Lynn was Freddie Lynn in this universe, until things went wrong. I'd much prefer that to Freddie Lynn never being Freddie Lynn at all.

The other 95 would perform within reasonable range of their true talents. The longer they play, the more I'm willing to see them veer to different performances.

Reasonable to me, for example, would be a lifetime batting average within 10 or 20 points. ERA's within half a point. If the RL ERA was 3.50, I could live with a variance of 3.00 to 4.00.

It's really more about the number of players who remain recognizable to me. 90 to 95 out of a hundred would do.

Where would I set the player development number to achieve these results? And in 9, people were changing pitcher development and hitter development numbers (like 1.75 for pitcher longevity, .6 for pitcher development speed).

Is that necessary in X, or should I stick with the default 1.000s?

Thanks for the imput in advance

Last edited by knockahoma; 06-11-2009 at 11:05 AM.
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Old 06-11-2009, 03:45 PM   #2 (permalink)
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Quote:
Originally Posted by knockahoma View Post
I'm looking for that perfect hybrid between historical and fiction and would appreciate some thoughts on Player Development.

Here's what I'm looking for:

I'd like to see maybe 5-10 players out of 100 veer significantly AFTER their initial import. Ideally, the players would perform up to their first or 2nd year levels. Then the variation could begin.

Come to think of it, that might be a nice feature to have.

That way, Freddie Lynn is Freddie Lynn, pretty much guaranteed for, say 2 years, before the "alternate universe" has a chance to kick in. Then, no matter what happens, Freddie Lynn was Freddie Lynn in this universe, until things went wrong. I'd much prefer that to Freddie Lynn never being Freddie Lynn at all.

The other 95 would perform within reasonable range of their true talents. The longer they play, the more I'm willing to see them veer to different performances.

Reasonable to me, for example, would be a lifetime batting average within 10 or 20 points. ERA's within half a point. If the RL ERA was 3.50, I could live with a variance of 3.00 to 4.00.

It's really more about the number of players who remain recognizable to me. 90 to 95 out of a hundred would do.

Where would I set the player development number to achieve these results? And in 9, people were changing pitcher development and hitter development numbers (like 1.75 for pitcher longevity, .6 for pitcher development speed).

Is that necessary in X, or should I stick with the default 1.000s?

Thanks for the imput in advance
I doubt there is any way to control it to such an exact degree. Needless to say keep the recalc off and player development on. Beyond that ramp up the randomness factor and your guys will begin to vary from real life. The only catch is that you can not guarantee someone will be "themselves" for a certain period of time although I imagine even with the randomness factor dialed up that it would take a little while to really start impacting people.
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Old 06-11-2009, 04:19 PM   #3 (permalink)
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Thanks,

What number would you suggest I plug into development? The default seems to be 100.
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Old 06-11-2009, 04:47 PM   #4 (permalink)
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I would actually suggest lowering the randomness factor. With the randomness factor at 100, people will already vary from real life. If you to minimize it (while still allowing it to happen), lowering it makes more sense. I tend to play with it at 75 for my historical leagues.

Sometimes Pete Rose gets 3,000 hits, sometimes he gets 1,200. Sometimes Pete Incaviglia gets 3,000 hits.
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