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Starter Team Info: Q & A
Posted by Allan Sellers on Monday, Jun. 17th, 2013 at 10:56 PM

Hi guys, use this thread if you'd like for Q&A and I'll respond.   I have a couple from Boston Rob and Chris and will add shortly.

Al

Readers Comments

Q: If we don't use all the starter CP & TP, assuming they are lost?

A: Yes, they are lost.  I would allow for some options to hang onto a few of them but I have so much still to do that I can't add another item to my task list.  :-)

 

Q: How many sessions did you envisage?  Total CP & TP?  I recall seeing something before about 14 sessions.

A: About 14-15 sessions (where a session = a calendar week).  About 50-60 CP and 50-60 CP per session/week (still considering the base amount and amount per wins in majors/minors per week).  

 

Q: What is the maximum SL a AAA can get to?

A: Typically a AAA player will be able to get no higher than 11 in any SL.   The top SL for this game is set to 17.

 

Q: Pitchers.  Were we going to have some type of fatigue?  I couldn't get away with say 4 "super awesome" SP

A: No, you can't get away with only 4 starting pitchers (sp).   The fatigue we will use is the following (which is the same as the "old" simulator):

 

0 days rest 0-5 batters faced

1 days rest 6-9 batters faced

2 days rest 10-13 batters faced

3 days rest 14-17 batters faced

4 days rest 18+ batters faced

 

Q: Durability. Excuse my lack of baseball knowledge, but is there some type of "average" you would work on for SP vs batters faced. For example, a SP who pitches say 6 innings should face say 30 batters?

A: You can look at major league pitchers and take batters faced/games started.  It seems like the average is somewhere between 22-28 batters faced per game.   Again, the average…sometimes starting pitchers will throw to fewer if they have a rough outing…or more if they are trying to finish a shutout.

 

Q: Do we need a minimum of RP in our major league team?

A: I'd like to see a minimum of 7 relief pitchers (rp) per team.  

 

Q:  Is a relief pitcher (RP) with a durability of 12 total overkill?

A:  Possibly…unless he's more of a mopup/long reliever and then you'll get more innings out of him.  Check the table in the Starter PDF for the opposing Plate Appearances (aka Batters Faced) for the numbers.

Allan Sellers on Tuesday, Jun. 18th, 2013 at 11:06 PM
 

Q1   With the planned for, and excellent possibility that certain attributes can be significantly greater than others how does this affect ageing and retirement.  For example an Age IV pitcher has 15 for control and 5 for velocity.  At ageing this would be 10 and 0.  Is there a base level at which a player cannot go lower than (ie 2) or will a player retire at this point?  An additional point or suggestion will there be a balance rule in which one attribute cannot be less than say 50% or 33% of any other attribute. 

Q2  Will the points used at the start of this season to mold the team count towards the number of SL a player can be raised through the season. I don't think so but I thought it was worth checking.

James Tucker on Wednesday, Jun. 19th, 2013 at 2:07 PM
 

A1: I've setup CP and TP such that TP can be used to help the "less dominant" skills like Running, Durability, and Fielding.   I did it that way so that coaches wouldn't simply put EVERYTHING on their dominant skills (On Base, Power, Control, and Velocity).

Your example James is a little different than what I just described...but my intent is that if an Age IV SL 5 Velocity player ages...then yes, he becomes an Age V SL 0 Velocity player and retires immediately.  He MAY then become a pitching coach (an idea to be introduced in season 2 I hope).    My thought for now is that, since there are 4 SLs...I'm going to let you play at SL 1, but if ANY of your 4 SL's hit 0 then you auto-retire.  

For season 1, end of season aging, I intentionally setup all Age IV/V so that NO ONE would retire after this season.  :-)   That's because I couldn't throw all the ideas I had into season 1 and wanted to get moving.    But Season 2 may introduce "coaches" such that, like soccer United, you can make an age V+ player into a "Coach" who can help improve certain Skills.  That's a topic for more discussion later, but is an area of the game I'd like to flesh out further.

To sum up, no, I don't have a ratio such that one attribute has to be within X% of another.    Kevin Martin actually brought up a good idea in the "ideas phase" of all this.  He noted that teams may want to have a player who has decent hitting skills but poor running/fielding as he's more of a "pinch hitter" and not an everyday player.   At the same time he's gonna need, in this case, some TP to avoid retirement.

 

A2:  No, the points used to mould each team do not count against what you can use in season.  BUT, I'm not allowing player's SLs to get to a point where they could exceed 17 at any point in their career.  That said we might be starting a little higher and moving down the scale, but I wanted each team to have the ability to decide how to differentiate their teams for season 1 (like a focus on hitting or pitching or a combination).

Allan Sellers on Wednesday, Jun. 19th, 2013 at 8:40 PM
 

Will non "youth" players (Age I+) that are in the minors be eligible to have their skills increased through playing or CP/TP?   (I think I'm in favor of the answer being "no" to both possibilities)

Rob Peterson on Thursday, Jun. 20th, 2013 at 1:44 AM
 

Youth players (A, AA, AAA) can play and grow skills in both the minor leagues and major leagues.  In fact they will grow slightly quicker in the major leagues.  I will try to get these numbers out this weekend.

Age I+ players can be CP/TP'd while on the major league roster.  They CANNOT have CP/TP applied if they are on the minor league roster.

Allan Sellers on Thursday, Jun. 20th, 2013 at 9:51 PM