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OOTP 10 - Historical Leagues Discuss historical simulations and their results in this forum.

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Old 07-11-2008, 09:36 AM   #1 (permalink)
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Neutralise Stats Questions

By selecting the neutralise stats question, all players are converted to the 750 run environment. From then on, it is the league totals that 'create' the particular eras baseball, right? So to get accurate historical stats I simply need to make sure the league totals are right to get accurate (or thereabouts) results.

Okay, I normally start a historical league and then draft fictional players. I used to do that by altering player modifiers to create 70s-ish rookies etc. But, if I'm neutralising stats, I shouldn't do edit player modifiers, right, because all players are essentially neutralised to a 750-run environment. Correct?

Last question: will the standard 1.000/1.000... etc. modifiers produce 750-run environment rookies? As modern teams often operate at a greater run environment, wouldn't creating modern-type rookies have too much offence for a neutralised league?
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Old 07-11-2008, 09:44 AM   #2 (permalink)
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I'm going to move this thread over to Historical Leagues as the people who know most about this will more likely see this thread there.
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Old 07-11-2008, 10:54 AM   #3 (permalink)
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Quote:
Originally Posted by Tony M View Post
I'm going to move this thread over to Historical Leagues as the people who know most about this will more likely see this thread there.
Many thanks! I do think, though, that the third issue may be one worth thinking about more generally regards OOTP (i.e. if the game is neutralising players to a 750-run environment, but the default modifiers of the game may not produce a 750-run environment, is that something worth addressing?) - once my queries have been answered, I might start another thread.

One other question while I'm here: technically, how do conversions to 750-run environments work in the post-dh era? A pitcher would recieve a boost for pitching in the AL, and that's good. But by the same token would an AL hitter not be neutralised downwards (i.e. slugging reduced) because he played in a league with a higher run environment?

Or are leagues aggregated, so that pitchers aren't really neutralised from facing a dh? Or do I misunderstand the process?
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Old 07-12-2008, 08:20 PM   #4 (permalink)
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1.000 modifiers merely means you are in the inaugural season of your game. It will change as time flows forward.
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Old 07-13-2008, 09:09 AM   #5 (permalink)
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1.000 modifiers merely means you are in the inaugural season of your game. It will change as time flows forward.
Okay, but I'm still not sure I understand. If I want a league based in 1969 with neutralised historical players, but generating fictional rookies that are right for the era (for example, 1970 type players), would I leave PCMs at 1.000 and let league totals do the work, or modify the PCMs to their proper levels?

And are 1.000 PCMs = 750 run environment? Because if not, generating rookies for a historical base will cause massive problems.
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Old 07-13-2008, 11:18 AM   #6 (permalink)
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PCM=1.000 is not a 750 run environment number. It is just the originating number. Adjusts are made from there.

If you are wishing 1970's players, start in 1968 and sim a few years. It takes two or three years for the modifiers to kick in (modificate).

Then just leave stuff alone as the league totals for the 70's will auto-adjust through the use of the modifiers.
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