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View Poll Results: Which scout type do you prefer and why?
Neutral 6 23.08%
Favor Ability 3 11.54%
Highly Favor Ability 1 3.85%
Favor Tools 7 26.92%
Highly Favor Tools 9 34.62%
Voters: 26. You may not vote on this poll

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Old 12-05-2017, 04:46 PM   #1
Romagoth
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What type of scout?

Question: what type of scout do you prefer? Feel free to explain your choice in the thread.
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Old 12-05-2017, 05:51 PM   #2
jpeters1734
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I've always liked Highly favor tools. I feel that my ability to analyze stats helps me find the ability guys and my scout will identify the high potential players
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Old 12-06-2017, 09:37 AM   #3
Mat
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I like favor ability. I find that most aligns with the OSA scout.

It helps keep the ratings in line no matter what and removes any confusion.

I think I am missing out on some better players by doing this but I dont mind I feel I have a good advantage over the AI anyway.
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Old 12-06-2017, 05:27 PM   #4
NoOne
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Neutral

I prefer least interference as possible on the feedback of ratings. i don't want age inflating the value of a younger player and defalting an older player if they are actually roughly equal in quality.

if it scales to the likelihood of reaching potential, i still prefer an unfettered view of the information. i spend more than baseline and have better coaches, so that scale won't apply to my context anyway.

i'll decide if the 18yo is better looking than the 22year old with less obscured facts, if possible.

i do like to test out my gm-strategies on their own. when i am bored with a league, i switch into warp mode and take a hands off approach, yet control sliders/budgets etc and let AI do as it will. in the past, not tested recently, highly favoring tools did perform better, if i recall, but the last couple years i'm not so sure of that. but, that's an effort to manipulate the end behaviour of teh AI not because "i" prefer it or think it works better in other situations.

in the end the "right" one is probably dependent on your current situation... rebuild vs win now, how old the team is, what's in the mil system etc etc...

e.g. i'd postulate that a team in the middle of it's WS-window is better off drafting older,more developed players that are more likely to be viable during that window.

could be wrong about these particular specifics, but situation should definitely dictate choices. one size very likely does not fit all

Last edited by NoOne; 12-06-2017 at 05:30 PM.
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Old 12-13-2017, 05:49 PM   #5
Romagoth
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Quote:
Originally Posted by NoOne View Post
Neutral

I prefer least interference as possible on the feedback of ratings. i don't want age inflating the value of a younger player and defalting an older player if they are actually roughly equal in quality.

if it scales to the likelihood of reaching potential, i still prefer an unfettered view of the information. i spend more than baseline and have better coaches, so that scale won't apply to my context anyway.

i'll decide if the 18yo is better looking than the 22year old with less obscured facts, if possible.

i do like to test out my gm-strategies on their own. when i am bored with a league, i switch into warp mode and take a hands off approach, yet control sliders/budgets etc and let AI do as it will. in the past, not tested recently, highly favoring tools did perform better, if i recall, but the last couple years i'm not so sure of that. but, that's an effort to manipulate the end behaviour of teh AI not because "i" prefer it or think it works better in other situations.

in the end the "right" one is probably dependent on your current situation... rebuild vs win now, how old the team is, what's in the mil system etc etc...

e.g. i'd postulate that a team in the middle of it's WS-window is better off drafting older,more developed players that are more likely to be viable during that window.

could be wrong about these particular specifics, but situation should definitely dictate choices. one size very likely does not fit all
Interesting. Do you believe spending more on scouting truly offers an advantage in scouting, i.e. more realistic assessments? How about higher player development budget? Does that truly correlate with players developing faster and/or reaching a higher ceiling than originally thought?
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