Quote:
Originally Posted by Syd Thrift
If you wanted to make the game scout like FM, you'd need to do one of two things:
- Completely redo the game engine so that instead of using player "skills" like BABIP or Avoid Ks you'd have a whole mess of attributes that combine to create BABIP, Avoid Ks, and so on. This would require a *lot* of rework in the game and make it very, very hard to do past seasons (which, let's be fair, FM straight up has zero support for historical play).
- Add some kind of layer in between the scout and the actual ratings that will abstract this, which is basically what I've been advocating all along.
Scouting just plain doesn't work right now and won't work until the devs understand why it doesn't work. All of these funky little add-ons do zero to affect this issue.
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I like that general assessment.
You wouldn't really even need to add layers to abstract it in the case you're suggesting--which I think is right overall, BTW--even a great scout would be right/wrong often if one were actually evaluating players on the things scouts evaluate players on rather than "simply" projecting ratings (which are, in game, stats rates). The current process and game engine is deeply constrained by its focus on a system that supports historical play, which is obviously a valuable part of the game. But if it's going to get really better in most places, then it probably needs a clean-sheet design of players and their skills...which really means it would need to split into two separate engines. Which will be really, really hard to deal with as a small business, I suppose.
To me the best way to add fog of war folks seem to want is, still, simply to turn scouts off and use ratings at a very coarse resolution (1-5 or 2-8), then maybe even set TCR to a bit more aggressive than the usual.