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Originally Posted by Pritch3
Hello,
I guess to summarize, I want the transactions in which players moved from one organization to another to occur as they did in real-life. For call-ups, demotions, and disabled list moves, however, I want the AI to control them as necessary in the "game world," for all teams except the one I control.
I suppose I could just do individual historical seasons, but wouldn't this mean I couldn't track the history of my league?
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You can accomplish most of this, but I'll leave the question to the historical simmers out there, of which I am not one.
Quote:
Originally Posted by Pritch3
Finally, on the topic of injuries, are they simply random, or are players injured in the game based on the number of games they played in a season, or based on any injuries that happened to them in real-life? In other words, would Cal Ripken, Jr. ever be randomly injured in the sim for an extended period? Or how would a player like Derek Jeter be treated? He's basically been injury free every single year he's been in the Majors, except for 2003 when he missed a month at the beginning of the season. In the sim, would he be essentially injury free except in 2003?
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The game will not recreate RL injuries. Injuries will occur based on the configuration established in the game (frequency as set in Game Options, likelihood as set within each player's profile, and uneditable elements (such as severity) within the game's engine).
As far as which players are prone to injuries, I beleive that data has been established as part of the historical rosters you'll import, and so such reflect the RL likelihood of a player being injured or not. Do remember, however, that OOTP does not know names -- so if Cal Ripken hits the DL early in his career, its not because OOTP failed to recognize Cal Ripken should be injured -- to OOTP, Cal is nothing more than a series of variables which combine to calculate injury risk and, if such injury occurs, determine severity.