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Old 04-20-2004, 11:15 AM   #1
cephalon
Minors (Rookie Ball)
 
Join Date: Apr 2003
Posts: 36
Wondering/Confused.

Hey all... I'm messing around with the new abilities to change created player skill using percentages.

What I'm confused at is that most of the skills seem to do pretty much the same thing as the ERA settings as far as statistical implications go. Some of the modifiers come in handy when fine-tuning the era (not ERA) settings... For example, I set my starters endurance to weak, but in the percentages, upped their endurance by 15%... This tends to find a middle ground between weak and normal.

Ultimately, though, what I'd like is the ability to create a larger gap between the greatest players and the average players. It seems that the only way to do this would be if the % modifiers to created player skill were exponents, instead of flat percentages. With this method, you could use, perhaps a 1.1 exponent, and if that was applied to all skill levels at creation, it would both normalize the average players, and make the created players better.

Does anyone know of a way using the current system that I could achieve my goals?

For example, I've just finished a 80 year fictional sim, using default ERA settings. My overall career leaders are more in less in-line with where I want them, but I've got more 500 and 600 homerun and 3000 hit players than I want. Is there any way for me to keep the top guys where they are, while making it less likely for other players to hit 500 homeruns? It seems that on the current system, my career homerun leaders will be 700,690,680,670,660,650,640, ect.

How can I make this gap larger, so that there will be more of a bell curve when it comes to career stats?
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