Thread: Base coaches
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Old 02-21-2016, 04:26 PM   #11
jdw31158
Minors (Double A)
 
Join Date: Jun 2014
Posts: 166
Quote:
Originally Posted by RchW View Post
Except that's not what people are asking for.



That isn't coaching it's a "success knob". In a properly set coaching module the answer to too many outs on the bases might be the coach sending runners less often (lower aggressiveness) but more appropriate to the situation and players involved. Less outs for sure but who knows what it would do to runs scored. I don't get the impression that's what most people want from coaching effects. Note; I'm not picking on the OP here just using his request to make a point.

Another issue: if coaches are to have measurable effects on results, small or otherwise then the human player can't expect to have any global control over the strategy affected by the coach. What I mean is you can't set unrealistically aggressive strategies for base-running then use a highly rated coach to reduce the punishment (extra outs) correctly meted out by the game engine. Skills and proper risk management via the game engine must dominate IMO, unless we have an arcade mode setting for those who want it.
I get what you're saying, but doesn't this only apply if you're playing manager only? If you're playing GM only, and your manager doesn't allow you any say in day to day activities, then you really have no say in what the manager does during a game. And this brings me to another thought. Shouldn't the manager you hire have the ability to hire his own staff? Currently the GM hires the manager and the coaches. Realistically it seems the manager would hire his own staff.
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