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Old 12-25-2008, 05:06 PM   #1
9tails
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Adjusting Player Skill Distribution Curve?

I've been playing with fictional leagues and have figured out a lot of things that I can tweak to let me concentrate on the parts of baseball I most enjoy (the reserve roster is great, I don't have the time to manage a minors system, but would go crazy watching the AI muck it up). However, after playing several years with a fictional league, I am wondering about how to accomplish something.

In my (24 team) league currently, there are four first basemen with blue overall ratings and ten more with green overalls. More than half the teams in the league have access to an above-average first baseman. There are eight green centerfielders (no blue).

What is a good way to reduce the number of high-rated players in a league, so that even the best teams have to think about which mid and low-mid players to use, which ones they can get the best performance out of, since there simply aren't enough stars to go around?

On my current team, I have a reserve player with (1-20 scale) 11 Con, 6 Gap, 10 Pow, 12 Eye, and a 21 rating in center field, but his overall rating is, like, 38 (20 to 80). This seems to be to be a very useful player in a lot of ways; in real-world baseball, a center fielder who hits 15 HRs a year and OBPs at 350 or so with best-in-league-defense is a very, very useful player, not a backup. But I was able to get him for almost literally nothing (a 30 year old 3rd baseman with lousy ratings).
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Old 12-26-2008, 03:28 PM   #2
1998 Yankees
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Carefully (meaning gradually and testingly) reduce the batting Player Creation Modifiers, or increase the ones for pitching categories. You get there by Game, Game Setup, League Setup, Strategy.
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