Quote:
Originally Posted by thehef
It doesn't have to be coded to think, "Wait. Fred Lynn isn't being traded to the Angels: What do I do about the others involved in that trade? And what are the downstream effects?" Those wouldn't be the program's concerns. It would either move players to their new team, or it wouldn't if those moves are overridden. Just like it happens occasionally in my game now (via manual editing), only it would be simpler for the user to control.
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Re the bold italics: That makes things much simpler.
I don't feel comfortable in saying such an option would be easy to code without an AI meltdown if financials are in play, for instance. But this is certainly not impossible. Then again, meltdowns can be fun to watch!