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Old 04-11-2020, 03:46 AM   #17
jimmysthebestcop
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Join Date: Jun 2018
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Quote:
Originally Posted by Vegas Vic View Post
I think one of the downsides of forcing exact service time and roster size limits on the minor leagues is that the AI doesn't know how to assign the appropriate numbers for each position. You set the roster limit at 25, and the AI obeys, but when you take a closer look you see that you have 7 catchers and 6 first basemen.

Any thoughts on how to improve this?
I've never noticed it happening on other teams. My teams I pretty much set my entire starting lineup in every minor league so my AI is really only moving bench players and taking care of injuries.

If you enabled this in the middle of the year it could have gone wonky. I start my universe off with these rules so the computer teams will basically have the right people/positions already.

At the least implement it at off season after the service year ticks by.

But I don't use any age limits and I haven't noticed a problem.

My AI could never balance my minor leagues because I lock and force start so many of my prospects. And I don't really care about position either. I want whoever is ready for whichever level of development to get all the at bats. Even if that means playing completely out of position. I don't care if my A+ has 5 CF. If they are valuable to me at another position then I still want those bats to develop because they will be traded for things I can use.

So if you are locking any in your organization the AI will have an impossible time managing the your minors. Once you lock a couple dozen players in the minors the AI's brain breaks if their is roster limits.
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