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Old 05-15-2014, 11:55 PM   #1
mdtwnkfey
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Rehab Assignments

Any way to change the rules on these? IRL they do not count against roster limits in minor leagues, but in the game they do count.
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Old 05-16-2014, 01:04 AM   #2
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Don't set a roster limit for AAA. Your rehabs can go there and you get the added advantage that after roster expansion the AI will not try to fill up the AAA roster.
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Old 05-16-2014, 02:15 AM   #3
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I wouldnt even set a roster size limit on any of the minor leagues. You can't have the real roster size rules anyways.

There really isnt a benefit, you'll run into problems like this and the AI releasing players.

Last edited by SirMichaelJordan; 05-16-2014 at 02:21 AM.
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Old 05-16-2014, 03:25 AM   #4
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It'd be great to keep 25 man roster limits down through low A as in real life, and assign rehab on any level like IRL, not just to AAA.
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Old 05-16-2014, 09:56 AM   #5
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Does changing injury diagnosis delayed to never stop this from happening? I "think" it does but I am not sure
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Old 05-16-2014, 10:15 AM   #6
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Injury diagnosis has nothing to do with rehab. Rehab assignments can only be made when the injury is gone and the DL time is up.
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Old 05-16-2014, 10:18 AM   #7
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Originally Posted by mdtwnkfey View Post
It'd be great to keep 25 man roster limits down through low A as in real life, and assign rehab on any level like IRL, not just to AAA.
I don't oppose your request to have this added but I'm guessing it would be a lot of coding for very limited benefit. Having said that, I'm no coder and maybe Markus will see this and say its actually easy.

I am curious though as to why you want to be able to send players to any level to rehab? Is it only because it is the real rule? In real life I can see why a team uses it's A affiliate instead of AAA. Distance or affiliate schedule come to mind, maybe A team has a 6 game homestand and the AAA is on a long road trip so I send my stud to the A team. Not really seeing a reason having this option would make any difference in OOTP. Again if Markus can add it I'm not opposed just curious if there are any benefits I'm not thinking of?

For a game as complex as OOTP, despite complaints you will see here, the AI does a pretty good job of controlling it's players up and down the organization. Giving the AI a little extra space on rosters is a good way to "help" it do an even better job of roster management. I set up my entire minor league with 28 man rosters and Rookie A at 35. I've never seen the sign\release issues in my game that many report seeing in theirs. Some may argue this isn't the real life rules but I don't care since it makes the AI better. It is also the rule for every team so nobody gets an advantage and it really doesn't affect the players that have MLB talent as they will still come through the system and make it to the show. I could even argue it helps the guys with potential MLB talent get through as they are less likely to get stuck in a lower level due to a full rosters above where they are now. And of course Markus adding the ability to have the AI base lineups based on potential vs current ratings is also helping the MLB potential guys.
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Old 05-16-2014, 10:21 AM   #8
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It'd be great to keep 25 man roster limits down through low A as in real life, and assign rehab on any level like IRL, not just to AAA.
I would very politely and respectfully like to say that you are wrong about "real life". Please check this thread for info on real life roster limits:

Minors roster limits
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Old 05-16-2014, 10:50 AM   #9
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As a practical matter, IME, if you set no roster limits on your minor leagues, the AI never seems to keep more than 25 players on any of its minor league rosters anyway. So there is really no disadvantage to it, as long as you're able to police yourself and follow suit on your teams. And then you can mentally not "count" the rehab assignment against the "limit."
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Old 05-16-2014, 11:11 AM   #10
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As a practical matter, IME, if you set no roster limits on your minor leagues, the AI never seems to keep more than 25 players on any of its minor league rosters anyway. So there is really no disadvantage to it, as long as you're able to police yourself and follow suit on your teams. And then you can mentally not "count" the rehab assignment against the "limit."
This is absolutely true. The only advantage I have found in roster limits in the minors is that it cuts down on the number of players in the FA pool. Of course, that is only a concern if it bothers you. But in a solo game there is probably no compelling reason to have them at all unless you are a stickler for "realism".
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Old 05-16-2014, 02:55 PM   #11
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I wouldnt even set a roster size limit on any of the minor leagues. You can't have the real roster size rules anyways.

There really isnt a benefit, you'll run into problems like this and the AI releasing players.

I don't have a roster limit on any of my minor league teams, so I can use those for rehabs accordingly. I prefer it that way actually, I bumped up my major league roster size to 27 as well just cuz I can.
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Old 05-16-2014, 03:50 PM   #12
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Originally Posted by Cinnamon J. Scudworth View Post
As a practical matter, IME, if you set no roster limits on your minor leagues, the AI never seems to keep more than 25 players on any of its minor league rosters anyway. So there is really no disadvantage to it, as long as you're able to police yourself and follow suit on your teams. And then you can mentally not "count" the rehab assignment against the "limit."


I checked my present game (v.15 MLB quickstart, no roster limits) and AI controlled teams do not keep their Minor League roster down to 25 man excactly. I see a lot of teams with 27-28-29 men on their roster, a couple have 30. The most I've seen is 31. So while the AI doesn't keep their rosters down to 25 men, is does seem to do a good job keeping the number down to reasonable levels.


I manage my minor league rosters myself and always stick to the 25 men rosters. Now that I see the AI doesn't do this I think I will be a bit more relaxed with the roster limits myself. Sticking to 25 men roster makes it quite hard to keep the rosters filled with all the injuries. And moving players around between levels to keep rosters filled only makes the players angry.
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Old 05-16-2014, 04:05 PM   #13
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This is just how I do things and is not an attempt to tell anyone how they should handle roster limits.

I use the real-life active roster limits, plus one at each level. In other words, I have a limit of 25 at Triple-A and Double-A, 26 at Class A, 31 at Short Season-A and 36 at Rookie. But I don't let myself go over the real-life limit, which means I'm always at least one short at each level. That leaves me a roster spot at each of my minor league teams for rehab guys, which I rarely have one or two of at a time, so I don't ever have to send guys to rehab at low-A or Rookie. And I feel this one extra roster spot that I leave empty isn't enough to give the AI an advantage over my minor league teams or allow AI controlled organizations to gobble up useful players that it doesn't have a need for.
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Old 05-16-2014, 04:07 PM   #14
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I checked my present game (v.15 MLB quickstart, no roster limits) and AI controlled teams do not keep their Minor League roster down to 25 man excactly. I see a lot of teams with 27-28-29 men on their roster, a couple have 30. The most I've seen is 31. So while the AI doesn't keep their rosters down to 25 men, is does seem to do a good job keeping the number down to reasonable levels.


I manage my minor league rosters myself and always stick to the 25 men rosters. Now that I see the AI doesn't do this I think I will be a bit more relaxed with the roster limits myself. Sticking to 25 men roster makes it quite hard to keep the rosters filled with all the injuries. And moving players around between levels to keep rosters filled only makes the players angry.
Very reasonable as some levels may have up to 35 players under team control although like 30 or so may be active.

I don't believe that there is a 25 man roster in the minors. The closest would be AAA but they can have up to like 35 of so players under control.

Last edited by SirMichaelJordan; 05-16-2014 at 04:12 PM.
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Old 05-16-2014, 04:17 PM   #15
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Very reasonable as some levels may have up to 35 players under team control although like 30 or so may be active.

I don't believe that there is a 25 man roster in the minors. The closest would be AAA but they can have up to like 35 of so players under control.
24 active, 38 under team control at Triple-A.

As John Howard posted in this thread, he has MiLB roster rules posted here.
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Old 05-16-2014, 05:43 PM   #16
mdtwnkfey
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I am curious though as to why you want to be able to send players to any level to rehab? Is it only because it is the real rule? In real life I can see why a team uses it's A affiliate instead of AAA. Distance or affiliate schedule come to mind, maybe A team has a 6 game homestand and the AAA is on a long road trip so I send my stud to the A team. Not really seeing a reason having this option would make any difference in OOTP. Again if Markus can add it I'm not opposed just curious if there are any benefits I'm not thinking of?

For a game as complex as OOTP, despite complaints you will see here, the AI does a pretty good job of controlling it's players up and down the organization. Giving the AI a little extra space on rosters is a good way to "help" it do an even better job of roster management. I set up my entire minor league with 28 man rosters and Rookie A at 35. I've never seen the sign\release issues in my game that many report seeing in theirs. Some may argue this isn't the real life rules but I don't care since it makes the AI better. It is also the rule for every team so nobody gets an advantage and it really doesn't affect the players that have MLB talent as they will still come through the system and make it to the show. I could even argue it helps the guys with potential MLB talent get through as they are less likely to get stuck in a lower level due to a full rosters above where they are now. And of course Markus adding the ability to have the AI base lineups based on potential vs current ratings is also helping the MLB potential guys.
Yeah, I really do it only for realism. Ostensibly there's no benefit to having it, I just like running things as close to real life as possible.

One compromise between the roster limits you set and the ones I do (25 for all but R) would be to have reserve rosters or free DL movement as happens in real life. Teams will often send guys who are at the end of the bench to the DL without an actual injury. A 7-day DL in the minors is quick enough so if another player actually is injured, a player can take his spot off the DL within a few days. I see this all the time on MiLB transaction threads. It's called "third-string-catcher-itis"
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Old 05-16-2014, 05:45 PM   #17
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I would very politely and respectfully like to say that you are wrong about "real life". Please check this thread for info on real life roster limits:

Minors roster limits
I didn't see that thread. I got my rules from the official rules of each affiliated minor league. Not sure about the AAA leagues, in years past I've always heard 25.
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Old 05-16-2014, 05:49 PM   #18
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I'm also not sure what "active" refers to. I think I've read that it means uniformed and eligible to play in any given game. If you check rosters for minor league teams, they'll list 25 as "active". Here's the Huntsville Stars, for example. 25 active, 2 on the 7-day DL.

Huntsville Stars Team Roster | Huntsville Stars Roster

I'm not saying the info you got is wrong. Just that it doesn't necessarily work for OOTP.
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Old 05-16-2014, 07:30 PM   #19
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I would very politely and respectfully like to say that you are wrong about "real life". Please check this thread for info on real life roster limits:

Minors roster limits
That post is outdated insofar as Triple-A and Double-A are concerned. Both of those levels now have a 25-man active roster limit. (The change was made a year or two ago.)
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Old 05-17-2014, 09:15 PM   #20
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That post is outdated insofar as Triple-A and Double-A are concerned. Both of those levels now have a 25-man active roster limit. (The change was made a year or two ago.)
This is where I got it:

FAQs: The Business of MiLB | MiLB.com Official Info | The Official Site of Minor League Baseball
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