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Old 02-21-2016, 02:53 PM   #1
jdw31158
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Base coaches

Maybe this is already in 17, but if not, maybe increase the size of the coaching staff to include 2 base coaches. When I do play by play, I get guys thrown out at 3rd and home fairly often. Some highly rated base coaches would save a lot of outs and I'm sure produce more runs during the season. Just a thought.
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Old 02-21-2016, 02:56 PM   #2
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This too is something I'm been praying for. I love picking up own staff adding to more for me to choose would allow me to get more out of my baseball world
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Old 02-21-2016, 03:00 PM   #3
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Count me in...id like base coaches (which could have a small effect on base running) as well as catching coaches and bullpen coaches....again a small effect. Could potentially help bullpen pitchers and catchers develop also. This would be great to see at the minor league level also. I know a lot of people feel it's tedious to have a larger staff, but you should be able to delegate hiring and firing if you choose.

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Old 02-21-2016, 03:07 PM   #4
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I would even maker an argument for a strength and conditioning coach
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Old 02-21-2016, 03:26 PM   #5
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I would even maker an argument for a strength and conditioning coach
That's a great idea.....would make an impact on injuries and recovery time.
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Old 02-21-2016, 03:42 PM   #6
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I honestly don't think there's much diversity in the skill set of a base coach to warrant an inclusion. I feel like it's just wasted space and time
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Old 02-21-2016, 04:03 PM   #7
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I honestly don't think there's much diversity in the skill set of a base coach to warrant an inclusion. I feel like it's just wasted space and time
Again, I would propose it have a slight effect on base running
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Old 02-21-2016, 04:06 PM   #8
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Count me in...id like base coaches (which could have a small effect on base running) as well as catching coaches and bullpen coaches....again a small effect. Could potentially help bullpen pitchers and catchers develop also. This would be great to see at the minor league level also. I know a lot of people feel it's tedious to have a larger staff, but you should be able to delegate hiring and hiring if you choose.
Except that's not what people are asking for.

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When I do play by play, I get guys thrown out at 3rd and home fairly often. Some highly rated base coaches would save a lot of outs and I'm sure produce more runs during the season. Just a thought.
That isn't coaching it's a "success knob". In a properly set coaching module the answer to too many outs on the bases might be the coach sending runners less often (lower aggressiveness) but more appropriate to the situation and players involved. Less outs for sure but who knows what it would do to runs scored. I don't get the impression that's what most people want from coaching effects. Note; I'm not picking on the OP here just using his request to make a point.

Another issue: if coaches are to have measurable effects on results, small or otherwise then the human player can't expect to have any global control over the strategy affected by the coach. What I mean is you can't set unrealistically aggressive strategies for base-running then use a highly rated coach to reduce the punishment (extra outs) correctly meted out by the game engine. Skills and proper risk management via the game engine must dominate IMO, unless we have an arcade mode setting for those who want it.
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Old 02-21-2016, 04:11 PM   #9
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I honestly don't think there's much diversity in the skill set of a base coach to warrant an inclusion. I feel like it's just wasted space and time

I doubt base running will be their only attributes. These guys should also be able to get promoted within or away. More staff with history beats some random manager taking over a major league team without any history any day.
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Old 02-21-2016, 04:15 PM   #10
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Except that's not what people are asking for.







That isn't coaching it's a "success knob". In a properly set coaching module the answer to too many outs on the bases might be the coach sending runners less often (lower aggressiveness) but more appropriate to the situation and players involved. Less outs for sure but who knows what it would do to runs scored. I don't get the impression that's what most people want from coaching effects. Note; I'm not picking on the OP here just using his request to make a point.



Another issue: if coaches are to have measurable effects on results, small or otherwise then the human player can't expect to have any global control over the strategy affected by the coach. What I mean is you can't set unrealistically aggressive strategies for base-running then use a highly rated coach to reduce the punishment (extra outs) correctly meted out by the game engine. Skills and proper risk management via the game engine must dominate IMO, unless we have an arcade mode setting for those who want it.

Thats if he's in total control though. I use play by play to watch the games play out and I do not touch strategies as I am just the GM.
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Old 02-21-2016, 04:26 PM   #11
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Except that's not what people are asking for.



That isn't coaching it's a "success knob". In a properly set coaching module the answer to too many outs on the bases might be the coach sending runners less often (lower aggressiveness) but more appropriate to the situation and players involved. Less outs for sure but who knows what it would do to runs scored. I don't get the impression that's what most people want from coaching effects. Note; I'm not picking on the OP here just using his request to make a point.

Another issue: if coaches are to have measurable effects on results, small or otherwise then the human player can't expect to have any global control over the strategy affected by the coach. What I mean is you can't set unrealistically aggressive strategies for base-running then use a highly rated coach to reduce the punishment (extra outs) correctly meted out by the game engine. Skills and proper risk management via the game engine must dominate IMO, unless we have an arcade mode setting for those who want it.
I get what you're saying, but doesn't this only apply if you're playing manager only? If you're playing GM only, and your manager doesn't allow you any say in day to day activities, then you really have no say in what the manager does during a game. And this brings me to another thought. Shouldn't the manager you hire have the ability to hire his own staff? Currently the GM hires the manager and the coaches. Realistically it seems the manager would hire his own staff.
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Old 02-21-2016, 04:28 PM   #12
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Thats if he's in total control though. I use play by play to watch the games play out and I do not touch strategies as I am just the GM.
Sorry, I didn't see the last part of your post.
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Old 02-21-2016, 04:29 PM   #13
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Originally Posted by RchW View Post
Except that's not what people are asking for.



That isn't coaching it's a "success knob". In a properly set coaching module the answer to too many outs on the bases might be the coach sending runners less often (lower aggressiveness) but more appropriate to the situation and players involved. Less outs for sure but who knows what it would do to runs scored. I don't get the impression that's what most people want from coaching effects. Note; I'm not picking on the OP here just using his request to make a point.

Another issue: if coaches are to have measurable effects on results, small or otherwise then the human player can't expect to have any global control over the strategy affected by the coach. What I mean is you can't set unrealistically aggressive strategies for base-running then use a highly rated coach to reduce the punishment (extra outs) correctly meted out by the game engine. Skills and proper risk management via the game engine must dominate IMO, unless we have an arcade mode setting for those who want it.
Coaches to affect outcomes. Third base coaches weaving a runner to home and gets tagged out. Perhaps in the same situation another coach would have stopped him. Things happen all part of the game.
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Old 02-21-2016, 05:03 PM   #14
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- There are other things coaches do besides in-game baserunning decisions. IRL most 1st/3rd base coaches also have other responsibilities: working with specific position groups, on bunting, etc. That could be part of the strategy: every coach has one or two things they can help with, out of maybe 7 or 8 possible, and you have to decide whether you want a coach who will help with your infielders, or a catching instructor, or a baserunning specialist, etc.

- IRL, teams also pay attention to language and culture: every MLB team has at least one Spanish-speaking coach to help Latin players. If you have several Japanese players, there might be a benefit to hiring a Japanese coach, etc.

- I suspect some people would like to have more coaching slots just as a fun way to keep favorite players in the game universe, even if they have zero real impact.
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Old 02-21-2016, 05:05 PM   #15
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Coaches to affect outcomes. Third base coaches weaving a runner to home and gets tagged out. Perhaps in the same situation another coach would have stopped him. Things happen all part of the game.
They affect outcomes both ways. Not just in one direction. To suggest that a coach alone would reduce outs and increase runs scored automatically is a fantasy not supported by any data.
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Old 02-21-2016, 05:11 PM   #16
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They affect outcomes both ways. Not just in one direction. To suggest that a coach alone would reduce outs and increase runs scored automatically is a fantasy not supported by any data.
Nobody is saying it would be automatic. It's just something that would add another layer to the game experience.
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Old 02-21-2016, 05:11 PM   #17
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They affect outcomes both ways. Not just in one direction. To suggest that a coach alone would reduce outs and increase runs scored automatically is a fantasy not supported by any data.
Not sure who you're talking to here? Padreman specifically mentions that one coach might create a bad result and another a good one in the line you quoted.
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Old 02-21-2016, 05:24 PM   #18
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Another issue: if coaches are to have measurable effects on results, small or otherwise then the human player can't expect to have any global control over the strategy affected by the coach. What I mean is you can't set unrealistically aggressive strategies for base-running then use a highly rated coach to reduce the punishment (extra outs) correctly meted out by the game engine. Skills and proper risk management via the game engine must dominate IMO, unless we have an arcade mode setting for those who want it.
You can easily have locked sliders similar to the design existing in the manager model now that reflect a coach's preferences.

Thus you wouldn't even be able to set a highly aggressive strategy unless you had a coach who is highly aggressive or vice-versa. So if you want to play it safe, you'd have to hire a conservative coach, if you want to be aggressive, hire an aggressive coach.

That being said, I don't think it's likely that we'll ever have more coaches in game, so this discussion is pretty much academic.

Last edited by Lukas Berger; 02-21-2016 at 05:26 PM.
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Old 02-21-2016, 05:38 PM   #19
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You can easily have locked sliders similar to the design existing in the manager model now that reflect a coach's preferences.

Thus you wouldn't even be able to set a highly aggressive strategy unless you had a coach who is highly aggressive or vice-versa. So if you want to play it safe, you'd have to hire a conservative coach, if you want to be aggressive, hire an aggressive coach.

That being said, I don't think it's likely that we'll ever have more coaches in game, so this discussion is pretty much academic.
Mind if I ask why? It's the best game out there, and it gets better every year, just wondering why this idea would be shot down. Mind you, I'm not a programmer, and I have no clue how to code, so excuse me my ignorance.
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Old 02-21-2016, 06:13 PM   #20
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I doubt base running will be their only attributes. These guys should also be able to get promoted within or away. More staff with history beats some random manager taking over a major league team without any history any day.
Right, I am simply throwing out rudimentary examples of how things could potentially work....this isn't the final blueprint
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