Quote:
Originally Posted by Lastplaneout
One thing that I would love to see in a future version of OOTP (I would imagine that it probably wouldn't make it into 11) is a more realistic way of modeling rest vs. rust. The fatigue engine seems fine, but it drives me crazy that I can activate a guy who has been on the DL for 12 months or sign a free agent who hasn't played organized ball for two years and have them pitch the next day with no apparent affects on performance. Realistically, players should require some amount of playing time (or at least active roster time) before they are game fit. In this situation, Spring Training playing time would actually be meaningful and minor league rehab assignments would be important. The Football Manager series handles this sort of thing very well, as players need a certain amount of playing time before they are considered "Match Fit".
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On the same idea,
Baseball for Windows factored in too much rest/use rather well.
If you didn't play a guy for 5 days or so, he would become "itchy." When he was used with the "itchy" status, he may do better than he normally would, worse or the same. After using an "itchy" player, he returned to normal status. This was for both pitchers and position players. So much as an appearance in a game in any fashion would remove the "itchy" status.
Also, using a guy to many days in a row made him "tired." Continued usage wore him down further (I forget the exact wordings) and eventually he would be injured. I know OOTP does keep track of fatigue of position players a bit but I would like to see a bit more realism there.
It was a good way to make sure the entire roster was used and added to the realism of the game.
I do miss that and wish OOTP would institute something similar.