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Old 10-21-2017, 01:00 PM   #28
NoOne
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side note, i'd stay away fro roster limits... they actually cause the AI to fill to the Max any way possible... not always a good thing, especially if any level is starved due to setup. if the AI didn't do detrimental things due to them, i'd be all for using them

i made this post to give an example of a working system above, so that it was seperate from the "how-to" above.

i have a uniform system that makes it easier and less clumpy for a team that has fewer teams at any particular level... in that situation it WILL happen, nothing you can do about 80 players on a team when that mlb team has 1/2 a many Rookie-ball teams as the yankees etc.. it has to happen or the yankees 20 rookie teams won't have enough players

so, if not uniform you cannot expect a cookie-cutter look to # of players. even with uniform expect a 10-20 player swing per team in any single year, especially at rookie and short a levels. also, don't be afraid to adapt after you implement a system... e.g. i intend to do somethign about my "short a" stop below.

39round draft, 44 rounds of players created (~5 extra so that i still see both batters and pitchers at deep end of draft - availability, not quality of course)

Rookie - 2 teams per MLB
1 year service time max, so 2 playable years. (22 age max, optional)
Real-sim results: ~30-40 average per team, no shortages of a position etc

Short A - 1 team per MLB
3 year service time max, 4 years playable (23 age max, optional)
Results: ~30-50players... a bit clumpy here, but you need to go by the minimum # on any particular team.. potentially not enough of each position etc). i could probably drop this to 2 / 3 playable years and will test it out.

A-Ball - 2 teams per MLB
4 year service time max, 5 years playable (24 age max - start to use something a good idea, base on college kid ~age for A-ball - ie i give 2-3 years - not all are "22" etc, they can remain their while "24" too)
Results: ~30 per team

AA - 1 team per MLB
6 years service max, 7 years playable (26 age max, based on an 18 y.o. this time)
Results: 30-40 players per team

AAA - 1 per mlb
none/none
Results ~35-40 per team.

you need way more than ~25 at any level, in general. a) you will be short pitchers or a position or two on at least a few teams and b) it will force 'better' players to move along your system based on age/service time as opposed to what they do on the field, because the system is starved and needs that player at A-ball instead of wherever they "should" be, otherwise.

except at short a, there's 2 years at each stop and the # of rounds per year with all other relative considerations taken into account provides enough 'base' players at each level as well as prevents aged palyers at lower levels etc etc. better prospects easily float through at their own pace.

roster limits doesn't fix the problem, it will exascerbate it in most situations.

it doesn't have to be the same system as above to work.. many ways to get it done. make sure there is enough crap players at each level -- the mil lifers that, at best, can be a spot injury fill-in at the ML level. those guys go through step-by-step. make sure there are enough of "those" players so that the good ones CAN ignore any age or service time requirements.

i haven't tried defining sp/rp/position players for the mil system, as of yet. based on how other things work inthe ai, i'd be really wary of forcing its hand to do anything. it probably runs better if you focus on providing enough of each position per level based on draft and rules and let the extras fall where they may. less likely to restrict the 'better' players that are all that really matter anyway. one more reason they get held at short a becaue that team requires 19 pitchers and the draft doesn't provide enough based on rules so, all hands on deck, so to speak for those that meet the requirements

Last edited by NoOne; 10-21-2017 at 01:15 PM.
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