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Earlier versions of OOTP: Suggestions and Feature Wish List Let us know what you would like to see in future versions of OOTP! OOTPBM 2006 is in development, and there is still time left to get your suggestions into the game.

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Old 11-08-2004, 11:17 AM   #1
Filthy Slider
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Join Date: Oct 2004
Posts: 467
more "park effects"--astroturf, foul area, backstop distance, infield condition

well...not a lot to say other than what's in the title...
well, ok...maybe just a couple of words

ASTROTURF: I did a full study in ootp 5 on the in-game effect of astro-turf...was very careful with how I set things up...conclusion: absolutely no in-game offensive advantage for having astro-turf...I did not confirm that perhaps this was due to a wash-out effect between less errors and higher averages...but, runs scored were virtually identical (within regular random fluctuations) in the trials I did. Now, that was done on, of course, ootp5, and I really should run this study on ootp6 before I go shootin my mouth off about it in this post but a) I've heard nothing to suggest that any changes to the behavior of astro-turf have been implemented and b) I don't think I'd get 'round to doing that study in ootp 6 before ootp 7 was done with idea planning and production (i'm just not as ambitious about that stuff as i was when ootp 5 was new).
Now, its true that I could (and I do) simply change the L/R Avg Park Effect modifiers in the Park Editor list...but, what doesn't seem to me would be properly affected by that would be infield range...
Specifically, I'd enjoy: 1) having infielder range effectively reduced on ground balls...2) possibility of more 'chopper' hits where a player bangs it into the ground in front of the plate and the ball takes a high hop...3) increase of singles being doubles due to the ball either taking a high hop in the outfield or the ball moving faster toward the gap...4) effectively higher fielding percentages [for infielders] (i.e. less errors due to more predictable hops on ground balls)
By the way, I think astroturf is a vile blight on civilization and a crime against all things good and decent...
But, for anyone who wants to do a historical replay...or, even simulate play accurately in the sky dome or olympic stadium...then, it would be nice if astroturf behaved like itself.

Foul Area: Oakland...I already have decreased L/R avg to account for more foul outs...but it would be nice to see more dependence of this 'lowered average' effect on the ranges of defensive players...and, well, there's just an all-around different game dynamic to foul outs (tagging up issues, runner advancement issues, pitch count issues, etc.)

Backstop distance (from home plate to the stadium wall/seating behind home plate: Wrigley...pretty self-explanatory there

infield condition: the statistical evidence out there clearly shows that some infields produce, on average, more bad hops leading to either infield hits or errors.

and, while I'm on this topic...what about the Green Monster?
seems like it could be complicated to deal with just like it is in real life...
but, every time I play at Fenway, I hunger to experience something in the game that is related to the eccentric stadium design...
even something like some doubles becoming singles, homers becoming doubles, (I have already increased things in the other direction due to how the Green Monster can increase those totals too....it would just be nice to experience which hits are Green Monster related...
then, there's also the issue of familiarity with playing the wall, and how misplays could result more commonly there to the unfamiliar...and, well, anything else Green Monster-ish that I've not mentioned.

Once again, my appologies if any of this stuff is in OOTP 6...I tried to spend some time searching through OOTP 6 for such things and wasn't able to find them...and, I don't know how soon it will be too late for ootp 7 suggestions to be able to make any difference to its planning and design
(not to assume that my posts will actually necessarily influence anything..lol...but, just in case)
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