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At the risk of adding too much info, maybe there could be gradations of the arrows? Like, you get a little double-up arrow when a guy is just plain way overclassed for his current team, or a little double-down arrow when a guy is like 3 levels too high or something. Personally I mostly ignore them too, especially since as noted the AI uses other
Speaking of that, I kind of would like to have a *little* more under-the-hood info as to why a particular player is considered too low or too high for his current level. Is that a straight consideration or is it, too, filtered through the lens of scouted current/potentials and stats? If it's the latter, which filter is it going through? The scout's (which might explain why your assistant GM might refuse to push an up-arrow player up, I guess) or someone else? Is this a sign that the player has already taken hits by not being at the appropriate level or is it that these are impending?
I know it's a *little* against the philosophy of the game but I'd kind of like to see a lot of these calculations put a bit more out into the open the way that Europa Universalis does it. OOTP is already kind of EU4 for sports...
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Originally Posted by Markus Heinsohn
You bastard.... 
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The Great American Baseball Thrift Book - Like reading the Sporting News from back in the day, only with fake players. REAL LIFE DRAMA THOUGH maybe not
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