View Single Post
Old 02-18-2024, 01:38 PM   #10
KBLover
All Star Reserve
 
KBLover's Avatar
 
Join Date: Aug 2002
Posts: 580
Quote:
Originally Posted by Syd Thrift View Post
(I guess you could argue that FPS Baseball did something vaguely like that, although not really).
FPS Baseball came the closest from what I've experienced though it came through the pb (playbalance) config file.

PH = bat speed, since the game used a physics model, even when simulating games.

CH was strike zone judgement, contact rate (via a timing-simulated system and the ability to "adjust" due to re-identifying pitches and the likelihood of the batter to even do so) to plate patience.

The plate patience also had modifiers based on count (though that was for every player), so you could set the modifiers based on the league averages and use CH to create more or less aggressive hitters.

FA (fielding ability) was errors rate and reaction time and combined with the speed rating (feet-per-second speed of the player) to create range and fielders than might "outrun their mistakes" or weren't blazing but had such a good first step they could still cover ground.

Hit trajectory was a thing (GF rating, impacted swing angle), contact quality was a thing (what part of the bat contact was made), variance in pitch movement (what we now measure as spin rate and such).

I really wish Sierra didn't suck because I can only imagine what FPS could have been if it could have survived 25 years like OOTP.

Tinkering with the config file was something else. I wish I could get the game to run on Windows 10
KBLover is offline   Reply With Quote