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Old 07-23-2011, 12:31 PM   #1
PhilM
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Join Date: May 2010
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Was going to buy....

OOTP 12 as I own 11 and really was excited about the addition of real transactions and actual lineups. However, searching the forums I am not sure that these features are working the way I would really like. Correct me if I am wrong:

- As I understand it, these transactions are only trades and do not include promotions/demotions from/to the minors.
- All players who were part of the team on a given date, in the majors or minors, are on the active roster and available to play.
- The above is leading to too many substitutions and inaccurate usage compared to historical especially among relievers.
- Thus, individual as well as team/league stats can be way off.
- There is no durability/fatigue rating that limits play or performance in any way?

Ideally, for a historical replay, I would like, as manager, my active roster as it really existed on that date. I want all computer controlled teams to use actual lineups including starting pitchers and I would want my human mnaged team to use actual lineups but with the ability to modify the starting lineup (except the starting pitcher - explained below) should I choose to play out a game(s). I would like the availability of subs for pinch hitting, defensive replacement, relieving, etc. to be dictated by durability/fatigue based on real life usage where if real life usage is exceeded by more than a given percentage then performance is affected. This all assumes injuries are turned off.

The reason I would make the SP unchangeable when using actual lineups is that an opponents real lineup may/will have been based on facing a RH or LH pitcher and changing to a pitcher who pitches from the other side would through things off.
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Old 07-23-2011, 02:06 PM   #2
Spritze
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Join Date: Dec 2001
Location: Bothell Wa
Posts: 7,253
Quote:
Originally Posted by PhilM View Post
- As I understand it, these transactions are only trades and do not include promotions/demotions from/to the minors.
- All players who were part of the team on a given date, in the majors or minors, are on the active roster and available to play.
- The above is leading to too many substitutions and inaccurate usage compared to historical especially among relievers.
- Thus, individual as well as team/league stats can be way off.
- There is no durability/fatigue rating that limits play or performance in any way?
Correct, Correct, Depends, League stats are really close to right on, Incorrect-performance is affected.
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Old 07-29-2011, 09:23 AM   #3
David Watts
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I'm wanting to start a league in 1960 with real transactions, but not real lineups. I want to keep injuries a part of the game, but understand rosters won't be too deep, so is it best to set injuries to low or very low? I have never played using "very low," wondering what I should expect. As I get deeper into my league, will I be able to up the injury setting to normal? What setting should I set position player fatigue on to counter the lack of injuries? Should I go with 5 man rotations to limit the number of guys starting close to 40 games?

What happens if a guy suffers a career ending injury in my league, but is later involved in a real life transaction? Does he come back to life for the new team?

If I start in 1960, will the expansion teams show up the following year with enough players to field a team with injuries turned on? Last night I simmed the 60 season without real transactions. The expansion draft took place, but when the season rolled around Washington only had 25 players on their roster.

Last edited by David Watts; 07-29-2011 at 09:24 AM.
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