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Old 07-17-2012, 07:03 PM   #62
SteveP
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Join Date: Aug 2008
Posts: 3,109
The game design is intended (I believe) to do nothing more than create a simple decision for the player and the AI (particularly the AI):

(1) Play Inf Out for the higher probability out (or DP) and concede the run; or (2) play In which will stop the runner advancing if the ball is fielded in time for an out (or 2), but with a slightly greater risk of a hit scoring the run. It doesn't help much to imagine where the players are actually standing when the ball is put in play.

While I am somewhat bothered by the DP situation, I found that the greater problem was how often runners scored from 3B on GBs that were fielded. This occurred significantly more often in OOTP than IRL (I actually collected stats on this). This is because, given the default settings in Team Strategies, the AI plays Inf In only in late innings in close games. However, IRL, teams will often set themselves to stop run scoring much earlier in games.

For this reason, I set the Infield In strategy sliders for all the teams in my league to a much higher setting. The result is more realistic run scoring numbers. Although hits may increase somewhat initially (not much), the LTMs correct for this in subsequent seasons. The DP situation in the OP does occur slightly more often, but it's not all that common to start with.

FWIW
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