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| OOTP 10 - New to the game? If you have basic questions about the game, please come here! |
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#1 (permalink) |
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Bat Boy
Join Date: Aug 2008
Location: Spring,Texas
Posts: 9
Thanks: 0
Thanked 0x in 0 posts
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Trying this game
I've been trying this game via demo. I play actionpc but want to try this style to what it is like. I'm not comparing it to or abandoning actionpc just looking at this type of game to play alongside the other. Change of pace so to speak.
My main questions are as follows: 1. If I start playing beginning with the 1970 season do all trades and what not carry over to the 1971 season and so on? 2. After the initial season do the farm teams get replenished by RL players for every season following? 3. Can a player like, oh lets say Barry Bonds have career ending injury? If a players does have a career ending injury can you change that? 4. What happens when a new update comes out with the 2008 season stats if you have played the 2008 season? 5. How are the players affected from season to season? Do they carry over from the replayed season performance or are they going to be adjusted to RL season performance? I will have plenty more but these questions should give me an idea of how the game will progress from my initial season. Thanks Mark |
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#2 (permalink) |
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Hall Of Famer
Join Date: Mar 2002
Location: Greater Boston Area
Posts: 3,983
Thanks: 7
Thanked 46x in 36 posts
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1) Yes.
2) Yes, provided you have the option turned on to import historical players every season. You can have them go directly to their real life teams or to an amateur draft. Or to free agency, as well. 3) Depending on what options you set, any player can have an injury and never develop or a complete scrub can become a Hall of Fame legend. Or you can have players follow their career paths very, very closely. If you play in Commissioner mode, you can edit out injuries. Or create them. 4) Nothing happens to your game. 5) Going into the future past the 2007 (yes, '07) season, the game engine will take over and player careers can develop any way the engine makes them to. For historical games, you can have players be near identical to their real life counterparts, kind of identical, barely identical or completely different. HoFers can be scrubs, scrubs can be HoFers, nobody may hit 700 HRs, five guys may hit 700 HRs, so on and so forth.
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Former Co-Commish and owner of the Boston Red Sox, 1783-1144, .609%, of the defunct Overlords Baseball League (1930-48). 17 Division wins, 9 ALCS wins, 5 World Series wins. |
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#3 (permalink) |
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Minors (Double A)
Join Date: May 2007
Location: Copalis Beach, WA
Posts: 186
Thanks: 0
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I agree completely with Kelric's responses.
The key to this game is the flexibility it offers. You can use historical players and, throught various settings, practically mirror reality. Or you can make many many changes to cause an "alternate reality" by moving players to other teams, changing development settings, and many many more. Or you can also complete a complete fictonal universe using all fictional players and fictional teams. Or you can do anywhere in between. Flexibility is the key. |
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