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Old 05-21-2009, 11:22 AM   #1 (permalink)
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The draft and roster management

I'm in my first season with OOTP and just got done with my first ever draft. I was pretty excited about my picks but now I have 50+ players on my Rookie league team. What is the typical way to manage this influx of players to your system. Do you release 30 players to put the rosters back to their normal size? Does it matter how many players you have on a team, or is that purely cosmetic? Will having too many players on a team affect player development in the game? I'm just curious to see how people handle this in their own leagues and how the computer handles the minor league systems in the game.
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Old 05-21-2009, 02:21 PM   #2 (permalink)
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One way to answer this question is this: if the AI is managing your minors, it will release a bunch of players to get the numbers down. That's pretty realistic, but what happens is suddenly the free agency list is much longer, and over the course of many seasons, it can get pretty long. There are work-arounds for this (basically trimming the free agency list yourself every season) but they are cumbersome and some people have complained about it. Don't know if this is likely to be fixed in OOTP10, but it might be.

If you are managing your minors, then of course you can keep everyone around, but it's not very realistic and can get pretty cumbersome too.

Hope that helps.
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Old 05-21-2009, 02:52 PM   #3 (permalink)
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Quote:
Originally Posted by Spracks View Post
I'm in my first season with OOTP and just got done with my first ever draft. I was pretty excited about my picks but now I have 50+ players on my Rookie league team. What is the typical way to manage this influx of players to your system. Do you release 30 players to put the rosters back to their normal size? Does it matter how many players you have on a team, or is that purely cosmetic? Will having too many players on a team affect player development in the game? I'm just curious to see how people handle this in their own leagues and how the computer handles the minor league systems in the game.
if ur playing anything close to standard major/minor league schedules, both rookie league and short season are ending right around the time of the draft. with a good draft you'll have some guys up to short season right away, and some maybe higher. draft day IS a good time to release ur flame out prospects that are pushing the upper 20s and still havent progressed much. but otherwise, I pretty much keep everyone and do the majority of my releasing in the offseason, as it's no harm to have 50 dudes in rookie league when the season is already over and theres no need to set rotations or lineups. I try and keep this guideline for each minor league level and demote/release/assign to different position if the balance gets too skewed:
6 starters- no more than 8
6 releivers- no more than 10
2 closers
3 catchers
2 for all the other positions (never more than 3)
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Old 05-21-2009, 02:56 PM   #4 (permalink)
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Yeah, I treat it like buying to clothes. If you buy three shirts, you give away three shirts. Otherwise, you run out of hangers. I usually drop 10-15 players almost immediately after the draft.
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Old 05-21-2009, 03:46 PM   #5 (permalink)
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I generally set it up so each organization has two or more Rookie League teams. (Short A as well) You can add teams to a league or add another division on the Edit League Structure screen and then use the Names and Affiliations screen to assign the new teams to an organization. This allows more players to actually play so that one can better assess their potential.
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