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Dud_Selig and Eugene Church - Thanks for the reply (Malleus Dei, too).
Dud - I realize that a player may be rushed through the system or held back based on various circumstances (lack of players at a given level or an abundance of players at a given level to give to examples). However, the computer AI does use some sort logic in initialy placing players at a particular level (A, AA, AAA, and major leagues). I assumed it's based on some combination of a players current ratings.
I was just wondering what the "cut-off" ratings would be for each category. In other words, if you increase a player's rating in contact, then run the computer AI on all teams, does that player remain at the same level or is he placed at a higher level? What combination of changes to a pitcher's Stuff, Control, and Movement ratings will force the computer AI to change the initial starting level for that player?
To give you examples, in version 5 one could increase a player's batting average rating and that player could be initially placed at a different level by the computer AI. For pitchers, I believe it was some combination of average, homeruns, and base on balls (which affected a player's ERA rating) that would affect whether the player was placed at AAA or AA by the computer AI.
The reason the above is important is because when I initially imported my version 5 league into version 6, I had too many players placed in A ball. In my version 5 league, I had a nice distribution of players at each minor league level (AAA, AA, and A).
I'm just trying to figure out how best to adjust the players in my version 5 league so that the distribution remains largely the same whenever I import them into version 6. Or barring that, be able to modify the ratings for the players in version 6 so that the computer AI will place them in the appropriate level when I run the "Run Computer AI on All teams" function for initial placement of players.
The batter ratings in version 6 are similar to those in version 5, so I'm not too concerned with making the proper adjustments (either in my version 5 league or after I import). It's the pitcher ratings that have me somewhat stymied.
I played around with the version editor last night and it appear that the computer AI will place a pitcher at A ball if he has a combined Stuff, Control, and Movement rating of around 105 points (35 for each category). From initiall impresions, it appears that the Stuff category is most important in determining whether a player moves to the next level (although not entirely, as it is some combination of the ratings that influences the computer AI).
To give a couple of examples - I edited a pitcher's ratings to read 30, 30, 30 (Stuff, Control, and Movement). The computer AI placed the pitcher in A ball. I changed the ratings to 50, 30, 30, and the computer AI placed the player in AAA. I then changed the ratings again - 30, 30, 50 - and the computer AI placed the player at AA.
Anyway, I'll keep playing arond with the editor to find an acceptable combination of ratings for players. I think ideally I would need to modify the ratings in such a way so that there is not much variance between different ratings categories (keep the ratings relatively smooth - 35, 35, 35 - rather than small in two categories and large in another - 10, 10, 50).
Eugene - my initiall impressions of the minor league stats in version 6 are more in line with what they should be based on a player's ratings. Unfortunately, if you have a player in version 5 that had a high rating in a category (that was much higher than any other player at a partuclar level - especially A ball), then in version 6 that player's stats for that cateogry will be exteme. Like my example above with a player walking 160 times in 120 games due to his having a 95 Eye rating (10 in version 5).
However, I can't say for certain. It would be interesting to hear whether the rookie players generated in version 6 have some exteme ratings in various categories. Has anyone encountered any A ball players with eye ratings in the 90's? Or are they much lower? I'm guessing the later, but I can't say.
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