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Old 07-02-2011, 12:22 AM   #1
JamesFBishop
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Join Date: Jun 2010
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Trying to build a fictional "college" world..

I hope this is the right place to post, I'm sorry if it isn't.

I'm trying to make a college world. Obviously, it's easy to create the teams and how many in each division, etc. etc. My main issues lie with:

A) I need the players to be 18-25 then "retire" after 25. This would give a player 5 years max if they came into the league at 18.

B) I need player progression to be "amped" up a bit since a player won't be staying in long.

C) I need every player to remain on the team they were "recruited" to. This would be done by not allowing A.I. trades. Problem comes here:

1) I need Financials enabled to give more "recruit points" to the better teams. I don't want an amateur draft so the worst team gets the good players but rather no draft, then every rookie AKA "freshman" thrown into free agency for the teams to fight over.

I think I covered most of my issues. If anyone can help me along with this that would be great.
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Old 07-02-2011, 12:52 AM   #2
spartacus007
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http://www.ootpdevelopments.com/boar...it-league.html
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Old 07-02-2011, 01:11 AM   #3
stevebydac
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Location: In a fictional baseball world
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Quote:
Originally Posted by JamesFBishop View Post
I hope this is the right place to post, I'm sorry if it isn't.
C) I need every player to remain on the team they were "recruited" to. This would be done by not allowing A.I. trades. Problem comes here:

1) I need Financials enabled to give more "recruit points" to the better teams. I don't want an amateur draft so the worst team gets the good players but rather no draft, then every rookie AKA "freshman" thrown into free agency for the teams to fight over.
Two ways I've handled this...

I've rigged financials to build powerhouse clubs. More money = more good players can be signed.

Or, you can manually alter the draft order. What I've done in the past is run the draft in reverse i.e. the team with the best record gets first pick, and the team with the worst record picks last each round. Keep in mind that you need to manually set this up every year - there is no default setting for this. Here's how to do it:

Quote:
Draft Order
For inaugural and expansion drafts, the draft order is random. For first-year player and
Rule 5 drafts, teams draft in the opposite order of their finish in the previous year. The
order for first-year player drafts in the first year of a league is determined randomly.
The right side of the Draft Order & Rules page can be used by a commissioner to adjust
the order of the draft. To change the order, just choose teams from the drop-downs listed
to rearrange as needed. By default, changes to the order of the draft only affect the round
currently displayed. However, you can click the Use current order for all remaining
rounds to preserve your selected order throughout the draft.
You can also use the
Random Draft Order to randomize the order.
Or, looking at the last line above, you could randomize the draft order every year. That would be easier -- just click a button. You wouldn't be rewarding strong teams that way though.
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Old 07-02-2011, 06:10 PM   #4
Petepont
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For C, this would be my solution. Disable trading, enable financials, and then edit the minimum service time required for free agency to something like 10 years, to make sure that players are never eligible. I don't know if this would mess up the created rookies, though.
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Old 07-02-2011, 07:14 PM   #5
ry1220
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Quote:
Originally Posted by JamesFBishop View Post
I hope this is the right place to post, I'm sorry if it isn't.

I'm trying to make a college world. Obviously, it's easy to create the teams and how many in each division, etc. etc. My main issues lie with:

A) I need the players to be 18-25 then "retire" after 25. This would give a player 5 years max if they came into the league at 18.

B) I need player progression to be "amped" up a bit since a player won't be staying in long.

C) I need every player to remain on the team they were "recruited" to. This would be done by not allowing A.I. trades. Problem comes here:

1) I need Financials enabled to give more "recruit points" to the better teams. I don't want an amateur draft so the worst team gets the good players but rather no draft, then every rookie AKA "freshman" thrown into free agency for the teams to fight over.

I think I covered most of my issues. If anyone can help me along with this that would be great.
A) Since you are not going to have an amateur draft, the game automatically creates sufficient free agents the beginning of each year. You must use the option to set the age minimums and maximums, both to 18 years of age.

Under the League Setup>Rules, you must set the league age minimum to 18 and the league age max to 22. Doing this will make some players be able to play for 5 years, but the majority of players will play for four years. They are released at the end of the year if they are 22 or older. (Players who turn 22 after the end of the playoffs will be eligible for a fifth year. Players who turn 19

B) When I made a college league in OOTP2007, I set the development modifier to something ridiculous like 3.000. IIRC, this made players reach their full potential within half a season. If the college league is the only league in your universe, then this isn't a problem. The issue arises if players are graduating from college fully MLB-ready.

C) I turned trading off, arbitration off, and the minimum years until eligible for free agency to 5 years. Having normal distribution of salary then enables a supply-and-demand style recruiting with respect to different market sizes.

However, I found it hard to give college players "salaries" for two reasons: one, the general nature of the NCAA forbids any semblance of monetary payment to student-athletes (as Jim Tressel can attest) and two, this was an online league, and I didn't think anyone would want to play as mid-majors going up against the SEC! So, I set all player salaries to $0. I'm not sure how the game calculated what team a player signed with, but prospects were evenly spread out among the human-controlled teams.
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