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Old 03-18-2006, 12:20 AM   #11
reds1
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Join Date: May 2002
Location: Winnipeg
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Quote:
Originally Posted by Pirates Fan
reds1,

You have a lot of experience in editing generated players and watching them develop. So help me with the following:

My dream is a J. Henry Waugh-type universe, but I'd let the program generate the first year.

No minor leagues.

Year 2 and beyond, I'd generate "Rookies" with identical, average ratings and stats, to replace the 24 players and pitchers who must "retire" because they trail the league in performance. Just to keep it simple, like Waugh, I'd set the standard of failure at lowest batting average and highest ERA.

Eliminating such variables as park effects, do you think the Rookies of, say, Year 2, will perform similarly throughout their careers, or will some blossom into Stars/Aces while others just blend in as average Regulars until they sink to the bottom?

I know that all the better players will age and retire, so some years I'll need to create more than 24 Rookies.

Sure, I could let the program generate minor leaguers, but I don't have a lot of time to micromanage the roster -- I just want to watch the players rise and fall and enjoy the games.

I'm fiddling with the free version 5, by the way. If 6.5 and the upcoming all-new version would affect your answer, please explain how.

Thanks for your -- or anyone else's -- wisdom on the matter.

Geoff
I apologize for not responding to this sooner, Pirates Fan. I had to dig out my old notes on all the rookies I created in a previous solo league and then try and remember how they fared. So I don't know if I can answer your questions adequately.

My purpose in creating customized rookies was to introduce friends, co-workers, relatives, etc. into the league as players over time. This would increase name recognition for me in the game and help me become more interested in more players more quickly than if they were just left as randomly generated players.

For each player I created, I gave them at least one above average ability (i.e. potential). Some would have the potential to be excellent base runners or be power hitters; others would be outstanding at hitting for average or have a great throwing arm; still others would have a knack for hitting doubles or be a great leader. I took a similar approach for pitchers and their relevant talents.

All the players were created as either 'normal' or 'durable' as to injuries. I want my players to play!

Of course, simply giving a player a high talent rating at the outset doesn't guarantee that the player will realize his potential. That was the case here.

Of the 77 players I created over the course of several seasons, here's how they fared or were faring, before my league was corrupted (but that's another story):

Elected to the HOF: 3
Outstanding - on their way to the HOF upon retirement: 5
Very Good - multiple All-Star selections: 10
Above Average - occasional All-Star selection: 14
Average - respectable, yet nothing to write home about: 29
Below Average - a few decent seasons; then wire waiver fodder: 12
Poor - career minor leaguer: 3
CEI: 1

This league was played in OOTP 6.12.

So its obvious that because of bumping up the players' ratings, they stood a better chance of realizing a solid career than a below average one. But a few players, despite the boosts, still failed to pan out. Whether this was due to weak coaches, injuries and the like, it's anyone guess.

Needless to say, I'm looking forward to OOTP2006 and do some player creating again. Only this time, I'll take better notes!
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