|
||||
| ||||
|
|||||||
| OOTP 17 - General Discussions Everything about the latest Out of the Park Baseball - officially licensed by MLB.com and the MLBPA. |
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
Morale System Musings
I thought it would be fun to share a hypothetical manual entry for a new and improved player personality system. The goal of this thread is to discuss ideas that would improve the current morale system and breathe life into it.
I am not looking to discuss if my ideas are good ones or bad ones but feel free to express your opinions either way. I'm sure what you have to say will lead to interesting conversation. Without further ado... Player Personality (all discussion below based upon 1-100 rating scale) Each player will have an overall personality that is measured by how extroverted or introverted he is and how positive or negative his overall outlook is. Primary Trait Each player has a primary trait that has an impact on how that player interacts with his managers and teammates. The three primary traits are extrovert, ambivert, and introvert. In general, there will be an equal distribution of primary traits throughout the universe. Each specific primary trait has advantages and disadvantages that the GM may consider when attempting to improve clubhouse chemistry. 1. Extrovert—The extrovert receives a +5 relationship bonus with other extroverts and a -5 relationship penalty with introverts. Receives a +1.25% modifier to both positive and negative secondary traits. 2. Ambivert—The ambivert is a neutral trait that does not receive any bonuses or penalties. 3. Introvert—The introvert receives a +5 relationship bonus with other introverts and a -5 relationship penalty with extroverts. Receives a -1.25% modifier to both positive and negative secondary traits. Primary Outlook Each player has an overall outlook on the world. Some players see the cup as half-full while others see it as half-empty. In general, the player’s primary outlook gives the GM a good indication on whether a player is a positive influence on the team or a negative influence on the team. There are 7 primary outlooks that players may possess. See the following list for the types of primary outlooks that a player may have and the general overall distribution within the universe in parenthesis. 1. Very Positive (3%) 2. Mostly Positive (14%) 3. Somewhat Positive (22%) 4. Neutral (22%) 5. Somewhat Negative (22%) 6. Mostly Negative (14%) 7. Very Negative (3%) The primary outlook will determine the types of secondary traits that a player receives. See below for more information detailing secondary traits. A very positive player will receive only positive secondary traits. On the other end of the spectrum, a very negative player will only receive negative secondary traits. Players in between will receive varying secondary traits that are both positive and negative. Secondary Traits Each player will receive 3-9 secondary traits that will tend to define their personality. These secondary traits will have an impact on how a player interacts with his managers and teammates. The types of secondary traits that a player receives will depend upon what type of primary outlook that he possesses. For example, extroverts tend run the gamut from clubhouse leaders to clubhouse cancers. In the following example we will look at two different players at each end of the extrovert spectrum. Keep in mind that both of these examples are extreme. Player A Primary Trait: Extrovert Primary Outlook: Very Postive Secondary traits: Accessible, Personable, Balanced, Agreeable, Gregarious, Helpful, Good-natured, Confident, Mature Player B Primary Trait: Extrovert Primary Outlook: Very Negative Secondary Traits: Impatient, Critical, Unreliable, Selfish, Dishonest, Egocentric, Excitable, Hostile, Impulsive As you can see Player A is an extrovert with the maximum of 9 secondary traits all of which are positive. He will have a high relationship bonus with his teammates and managers and he will receive multiple leadership bonuses that will be added to his underlying leadership score on the BNN page. As long as this player has an average to above-average base leadership stat he is likely to be a clubhouse leader. On the other hand, Player B also has the maximum of 9 secondary traits but in this case all are negative traits. This player will receive a low relationship bonus with his teammates and managers and he will receive multiple leadership penalties. This player would tend to create disruptions in the clubhouse. Each secondary trait has a specific base bonus or base penalty. The bonus/penalty will be modified based upon several factors in the player’s profile such as their primary trait, loyalty, desire for winner, intelligence, and work ethic. For example, let’s return to Player A above and let’s look at some of his base BNN page personality stats: Leadership: 85 Loyalty: 75 Greed: 55 Desire for Winner: 80 Intelligence: 65 Work ethic: 80 Now let’s look at his secondary traits and their base bonuses: Accessible: +5 relationship bonus to all primary traits Personable: +10 relationship bonus with extroverts; +5 relationship bonus with ambiverts and introverts, +5 leadership bonus Balanced: +5 relationship bonus with extroverts & introverts. +10 relationship bonus with ambiverts Agreeable: +5 relationship bonus with all primary traits; +5 leadership bonus Gregarious: +10 relationship bonus with extroverts; +5 relationship bonus with introverts & ambiverts Helpful: +5 relationship bonus with all primary traits; +5 leadership Good-natured: +5 relationship bonus with all primary traits Confident: +5 relationship bonus with all primary traits; +10 leadership Mature: +5 leadership bonus Before we proceed please keep in mind that these bonuses/penalties will not be available to the GM. These scores will be processed “under the hood”. All the GM will have at his disposal are the base BNN scores, the primary trait, the primary outlook, and the secondary traits. Since Player A has an 85 base score on leadership he will receive 85% of the leadership bonuses awarded from his secondary traits. In this example, he will receive 30 base leadership point times 85% for a sub-total of 25.50. Keep in mind that since he is an extrovert he receives a +1.25 modifier to both positive and negative secondary traits. His modified leadership bonus is 32. This score of 32 is added to his base leadership score of 85. His adjusted leadership score is 117. This player would most-likely be the leader of the clubhouse. (See below for more on adjusted scores and how they impact team chemistry). Similarly, the relationship bonuses for each secondary trait are modified by loyalty, intelligence and work ethic. Greed and desire for winner are handled separately and are independent of the adjusted leadership score or the relationship bonus to team chemistry. These two aspects directly impact player morale and impact team chemistry directly. (More on this below) Team Chemistry *Need to finish this section before posting* Relationship Scores All players have a relationship bonus or penalty with the other players and managers on the team. The total relationship bonus/penalty for each player is summed and divided by the number of players on the active roster. This average relationship score is a good indicator of how well the team gets along with one another. A large positive number would indicate a happy clubhouse while a large negative number would indicate an unhappy clubhouse. This score would be hidden from the GM but the team chemistry happy face for each player would provide valuable insight. Players that are happier with team chemistry probably have higher relationship bonuses and vice versa. But there is more to team chemistry than relationship scores. The team needs to have balance. For instance a clubhouse of 25 extroverts would be a madhouse where no one could get a word in edge-wise. With a clubhouse of 25 extroverts there would be multiple conflicts. Collectively, there just wouldn’t be enough people internalizing issues and helping one another come to resolutions. The opposite would have its disadvantages as well. A clubhouse where everyone is an introvert might run into problems with turning around the culture or. They might have problems with not enough fiery team speeches when one is in order. There are many reasons but the most-important is game-mechanics. What this means to the GM is that a well-balanced clubhouse will receive a slight team chemistry bonus to the average relationship bonus. On the other hand, there are penalities for imbalance that get progressively more disadvantageous. If the ratio for all 3 primary trait are 40% or below then the team receives a +2.5% team chemistry bonus. The following team would receive the bonus: 8 Extroverts 9 Ambiverts 8 Introverts For every 2% above 40% in each of the 3 primary traits there is a -2.25% penalty applied to the average relationship bonus. For example: 12 extroverts 10 Ambiverts 3 introverts In this example there are 48% extroverts. 40% Ambiverts (no penalty) and 12% introverts (no penalty). This would create a 9% penalty to the average relationship score. In a nutshell, this is the adjusted relationship score average that impacts team chemistry. Leadership Another factor that impacts team chemistry is the effectiveness of leadership in the clubhouse. Each player will have an adjusted leadership score. Scores above a certain threshold indicate that a player is a leader. Players with very high scores are considered captains. A good clubhouse will have 3-4 leaders with one good captain. Teams with a weak captain or fewer than 3-4 leaders will receive penalties on leadership . Sometimes this can be offset by good managers with very strong leadership skills or if there is a second captain on the team that is also not strong. On the other hand, if your team has multiple strong captains this can cause cliques to form especially if the team is losing or if the team has a lot of veterans. On a young team it is sometimes beneficial to have more than one strong captain. In general, if you have 3-4 leaders on your team and one strong captain your team’s leadership is considered effective and you will receive a slight bonus to team chemistry. If your team has too few leaders or no captain you can expect a penalty to team chemistry. The penalty is greater for younger teams. Veterans tend assume roles of leadership in the case of a void. The worst situation on a team is when there is too many chiefs and not enough Indians. This situation should be avoided when possible. Winning Having a winning record or excedding expectations is the best cure for all chemistry issues. Obviously, winning is more fun than losing.
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. Last edited by Honorable_Pawn; 05-08-2016 at 09:25 AM. |
|
|
|
|
|
#2 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
Positive Traits
1. Accessible 2. Active 3. Adaptable 4. Admirable 5. Adventurous 6. Agreeable 7. Alert 8. Allocentric 9. Amiable 10. Anticipative 11. Appreciative 12. Articulate 13. Aspiring 14. Athletic 15. Attractive 16. Balanced 17. Benevolent 18. Brilliant 19. Calm 20. Capable 21. Captivating 22. Caring 23. Challenging 24. Charismatic 25. Charming 26. Cheerful 27. Clean 28. Clear-headed 29. Clever 30. Colorful 31. Companionly 32. Compassionate 33. Conciliatory 34. Confident 35. Conscientious 36. Considerate 37. Constant 38. Contemplative 39. Cooperative 40. Courageous 41. Courteous 42. Creative 43. Cultured 44. Curious 45. Daring 46. Debonair 47. Decent 48. Decisive 49. Dedicated 50. Deep 51. Dignified 52. Directed 53. Disciplined 54. Discreet 55. Dramatic 56. Dutiful 57. Dynamic 58. Earnest 59. Ebullient 60. Educated 61. Efficient 62. Elegant 63. Eloquent 64. Empathetic 65. Energetic 66. Enthusiastic 67. Esthetic 68. Exciting 69. Extraordinary 70. Fair 71. Faithful 72. Farsighted 73. Felicific 74. Firm 75. Flexible 76. Focused 77. Forecful 78. Forgiving 79. Forthright 80. Freethinking 81. Friendly 82. Fun-loving 83. Gallant 84. Generous 85. Gentle 86. Genuine 87. Good-natured 88. Gracious 89. Hardworking 90. Healthy 91. Hearty 92. Helpful 93. Herioc 94. High-minded 95. Honest 96. Honorable 97. Humble 98. Humorous 99. Idealistic 100. Imaginative 101. Impressive 102. Incisive 103. Incorruptible 104. Independent 105. Individualistic 106. Innovative 107. Inoffensive 108. Insightful 109. Insouciant 110. Intelligent 111. Intuitive 112. Invulnerable 113. Kind 114. Knowledge 115. Leaderly 116. Leisurely 117. Liberal 118. Logical 119. Lovable 120. Loyal 121. Lyrical 122. Magnanimous 123. Many-sided 124. Masculine* (Manly) 125. Mature 126. Methodical 127. Maticulous 128. Moderate 129. Modest 130. Multi-leveled 131. Neat 132. Nonauthoritarian 133. Objective 134. Observant 135. Open 136. Optimistic 137. Orderly 138. Organized 139. Original 140. Painstaking 141. Passionate 142. Patient 143. Patriotic 144. Peaceful 145. Perceptive 146. Perfectionist 147. Personable 148. Persuasive 149. Planful 150. Playful 151. Polished 152. Popular 153. Practical 154. Precise 155. Principled 156. Profound 157. Protean 158. Protective 159. Providential 160. Prudent 161. Punctual 162. Pruposeful 163. Rational 164. Realistic 165. Reflective 166. Relaxed 167. Reliable 168. Resourceful 169. Respectful 170. Responsible 171. Responsive 172. Reverential 173. Romantic 174. Rustic 175. Sage 176. Sane 177. Scholarly 178. Scrupulous 179. Secure 180. Selfless 181. Self-critical 182. Self-defacing 183. Self-denying 184. Self-reliant 185. Self-sufficent 186. Sensitive 187. Sentimental 188. Seraphic 189. Serious 190. Sexy 191. Sharing 192. Shrewd 193. Simple 194. Skillful 195. Sober 196. Sociable 197. Solid 198. Sophisticated 199. Spontaneous 200. Sporting 201. Stable 202. Steadfast 203. Steady 204. Stoic 205. Strong 206. Studious 207. Suave 208. Subtle 209. Sweet 210. Sympathetic 211. Systematic 212. Tasteful 213. Teacherly 214. Thorough 215. Tidy 216. Tolerant 217. Tractable 218. Trusting 219. Uncomplaining 220. Understanding 221. Undogmatic 222. Unfoolable 223. Upright 224. Urbane 225. Venturesome 226. Vivacious 227. Warm 228. Well-bred 229. Well-read 230. Well-rounded 231. Winning 232. Wise 233. Witty 234. Youthful
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. |
|
|
|
|
|
#3 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
Neutral Traits
1. Absentminded 2. Aggressive 3. Ambitious 4. Amusing 5. Artful 6. Ascetic 7. Authoritarian 8. Big-thinking 9. Boyish 10. Breezy 11. Businesslike 12. Busy 13. Casual 14. Crebral 15. Chummy 16. Circumspect 17. Competitive 18. Complex 19. Confidential 20. Conservative 21. Contradictory 22. Crisp 23. Cute 24. Deceptive 25. Determined 26. Dominating 27. Dreamy 28. Driving 29. Droll 30. Dry 31. Earthy 32. Effeminate 33. Emotional 34. Enigmatic 35. Experimental 36. Familial 37. Folksy 38. Formal 39. Freewheeling 40. Frugal 41. Glamorous 42. Guileless 43. High-spirited 44. Huried 45. Hypnotic 46. Iconoclastic 47. Idiosyncratic 48. Impassive 49. Impersonal 50. Impressionable 51. Intense 52. Invisible 53. Irreligious 54. Irreverent 55. Maternal 56. Mellow 57. Modern 58. Moralistic 59. Mystical 60. Neutral 61. Noncommittal 62. Noncompetitive 63. Obedient 64. Old-fashined 65. Ordinary 66. Outspoken 67. Paternalistic 68. Physical 69. Placid 70. Political 71. Predictable 72. Preoccupied 73. Private 74. Progressive 75. Proud 76. Pure 77. Questioning 78. Quiet 79. Religious 80. Reserved 81. Restrained 82. Retiring 83. Sarcastic 84. Self-conscious 85. Sensual 86. Skeptical 87. Smooth 88. Soft 89. Solemn 90. Solitary 91. Stern 92. Stoiid 93. Strict 94. Stubborn 95. Stylish 96. Subjective 97. Surprising 98. Soft 99. Tough 100. Unaggressive 101. Unambitious 102. Unceremonious 103. Unchanging 104. Undemanding 105. Unfathomable 106. Unhurried 107. Uninhibited 108. Unpatriotic 109. Unpredicatable 110. Unreligious 111. Unsentimental 112. Whimsical
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. |
|
|
|
|
|
#4 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
Negative Traits
1. Abrasive 2. Abrupt 3. Agonizing 4. Aimless 5. Airy 6. Aloof 7. Amoral 8. Angry 9. Anxious 10. Apathetic 11. Arbitrary 12. Argumentative 13. Arrogantt 14. Artificial 15. Asocial 16. Assertive 17. Astigmatic 18. Barbaric 19. Bewildered 20. Bizarre 21. Bland 22. Blunt 23. Biosterous 24. Brittle 25. Brutal 26. Calculating 27. Callous 28. Cantakerous 29. Careless 30. Cautious 31. Charmless 32. Childish 33. Clumsy 34. Coarse 35. Cold 36. Colorless 37. Complacent 38. Complaintive 39. Compulsive 40. Conceited 41. Condemnatory 42. Conformist 43. Confused 44. Contemptible 45. Conventional 46. Cowardly 47. Crafty 48. Crass 49. Crazy 50. Criminal 51. Critical 52. Crude 53. Cruel 54. Cynical 55. Decadent 56. Deceitful 57. Delicate 58. Demanding 59. Dependent 60. Desperate 61. Destructive 62. Devious 63. Difficult 64. Dirty 65. Disconcerting 66. Discontented 67. Discouraging 68. Discourteous 69. Dishonest 70. Disloyal 71. Disobedient 72. Disorderly 73. Disorganized 74. Disputatious 75. Disrespectful 76. Disruptive 77. Dissolute 78. Dissonant 79. Distractible 80. Disturbing 81. Dogmatic 82. Domineering 83. Dull 84. Easily Discouraged 85. Egocentric 86. Enervated 87. Envious 88. Erratic 89. Escapist 90. Excitable 91. Expedient 92. Extravagant 93. Extreme 94. Faithless 95. False 96. Fanatical 97. Fanciful 98. Fatalistic 99. Fawning 100. Fearful 101. Fickle 102. Fiery 103. Fixed 104. Flamboyant 105. Foolish 106. Forgetful 107. Fraudulent 108. Frightening 109. Frivolous 110. Gloomy 111. Graceless 112. Grand 113. Greedy 114. Grim 115. Gullible 116. Hateful 117. Haughty 118. Hedonistic 119. Hesitant 120. Hidebound 121. High-handed 122. Hostile 123. Ignorant 124. Imitative 125. Impatient 126. Impractical 127. Imprudent 128. Impulsive 129. Inconsiderate 130. Incurious 131. Indecisive 132. Indulgent 133. Inert 134. Inhibited 135. Insecure 136. Insensitive 137. Insincere 138. Insulting 139. Intolerant 140. Irascible 141. Irrational 142. Irresponsible 143. Irritable 144. Lazy 145. Libidinous 146. Loquacious 147. Malicious 148. Mannered 149. Mannerless 150. Mawkish 151. Mealymouthed 152. Mechanical 153. Meddlesome 154. Melancholic 155. Meretricious 156. Messy 157. Miserable 158. Miserly 159. Misguided 160. Mistaken 161. Money-minded 162. Monstrous 163. Moody 164. Morbid 165. Muddle-headed 166. Naive 167. Narcissistic 168. Narrow 169. Narrow-minded 170. Natty 171. Negativistic 172. Neglectful 173. Neurotic 174. Nihilistic 175. Obnoxious 176. Obsessive 177. Obvious 178. Odd 179. Offhand 180. One-dimensional 181. One-sided 182. Opinionated 183. Opportunistic 184. Oppressed 185. Outrageous 186. Overimaginative 187. Paranoid 188. Passive 189. Pedantic 190. Perverse 191. Petty 192. Pharissical 193. Phlegmatic 194. Plodding 195. Pompous 196. Possessive 197. Power-hungry 198. Predatory 199. Prejudiced 200. Presumptuous 201. Pretentious 202. Prim 203. Procrastinating 204. Profligate 205. Provocative 206. Pugnacious 207. Puritanical 208. Quirky 209. Reactionary 210. Reactive 211. Regimental 212. Regretful 213. Repentant 214. Repressed 215. Resentful 216. Ridiculous 217. Rigid 218. Ritualistic 219. Rowdy 220. Ruined 221. Sadistic 222. Sanctimonious 223. Scheming 224. Scornful 225. Secretive 226. Sedentary 227. Selfish 228. Self-indulgent 229. Shallow 230. Shortsighted 231. Shy 232. Silly 233. Single-minded 234. Sloppy 235. Slow 236. Sly 237. Small-thinking 238. Softheaded 239. Sordid 240. Steely 241. Stiff 242. Strong-willed 243. Stupid 244. Submissive 245. Superficial 246. Superstitious 247. Suspicious 248. Tactless 249. Tasteless 250. Tense 251. Thievish 252. Thoughtless 253. Timid 254. Transparent 255. Treacherous 256. Trendy 257. Troublesome 258. Unappreciative 259. Uncaring 260. Uncharitable 261. Unconvincing 262. Uncooperative 263. Uncreative 264. Uncritical 265. Unctuous 266. Undisciplined 267. Unfriendly 268. Ungrateful 269. Unhealthy 270. Unimaginative 271. Unimpressive 272. Unlovable 273. Unpolished 274. Unprincipled 275. Unrealistic 276. Unreflective 277. Unreliable 278. Unrestrained 279. Unself-critical 280. Unstable 281. Vacuous 282. Vague 283. Venal 284. Venomous 285. Vindictive 286. Vulnerable 287. Weak 288. Weak-willed 289. Well-meaning 290. Willful 291. Wishful 292. Zany
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. |
|
|
|
|
|
#5 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
All that's left to do is assign bonuses and penalties to each secondary trait.
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. |
|
|
|
|
|
#6 |
|
Hall Of Famer
Join Date: Feb 2002
Posts: 13,139
|
Clearly you put quite a bit of thought into this, and I do like these ideas. Many here will argue against a morale system to start....but I think they're wrong, and that clubhouse chemistry is a big part of today's game.
|
|
|
|
|
|
#7 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
Agreed. I love the RPG elements that have been added to the game. I guess the key is to make it optional (as per usual) and as long as the distribution are balanced there shouldn't be any impact to the integrity of the statistical output.
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. |
|
|
|
|
|
#8 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
Oh, I almost forgot.
Tall players get a huge bonus to leadership.
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. |
|
|
|
|
|
#9 |
|
Hall Of Famer
Join Date: Feb 2002
Posts: 13,139
|
Any GM will tell you, it's not just about getting all the most talented players.
|
|
|
|
|
|
#10 |
|
Hall Of Famer
Join Date: Jun 2014
Location: Juust a bit outside...
Posts: 6,289
|
I haven't read the whole post, but I will. something that struck me at first was the bonus for introvert to introvert. As an introvert, I don't get along better with other introverts. Because two people that can't think of anything to say leads to a lot of silence. I would also argue that I view extroverts unfavorably. certain extroverts sure, like the really obnoxious ones, but generally they balance me out.
like i said, i haven't read everything yet, but you are on the right track! i think personalities do need to be fleshed out better. personality matters in baseball. Please hold the Albert Belle example. There will always be outliers.
__________________
"Cannonball Coming!" Go Bucs!! Founder and League Caretaker of the Professional Baseball Circuit, www.probaseballcircuit.com An Un-Official Guide to Minor League Management in OOTP 21 Ratings Scale Conversion Cross-Reference Cheat Sheet Last edited by jpeters1734; 05-08-2016 at 01:03 PM. |
|
|
|
|
|
#11 |
|
Hall Of Famer
Join Date: Mar 2008
Location: Tampa Bay
Posts: 6,407
|
Joe Maddon is a prime example with his clubhouse magicians and dress night thing. He isn't the best X's and O's guy but he definitely keeps the clubhouse loose.
For sure psychology has an impact on professional baseball players. At that level the skill level is so high that it really is the mental aspect that sets players apart.
__________________
PBA Quickstart for OOTP Background Images Collection All PBA games broadcast live on Steam. |
|
|
|
|
|
#12 | |
|
Major Leagues
Join Date: Mar 2005
Location: Minot ND
Posts: 379
|
Quote:
|
|
|
|
|
|
|
#13 |
|
Major Leagues
Join Date: Jul 2014
Posts: 405
|
This would be lots of fun for me. I'm also sure others would absolutely hate it, so it would have to be optional.
In fact, I'd have an option for how much personalities affected morale-- not just the morale system on or off, but those who want a morale system but don't want to get into interpersonal dynamics could have one where morale is just based on winning and players getting the playing time they think they deserve. So trait effect: None, Low, Medium, High. Medium would be the default, in which players' getting along with each other and the manager/bench coach would be about equally important as the other factors. High would mean that the interactions between personalities would be more important to morale than the team winning (given a player with average desire to win). I put real people into my fictional game as players (which now that I've learned to make facegens, they actually look like them). I put myself, friends, and here and there people I barely know, in. This type of system would make it that much more interesting. I'd probably have about 1/4 as many traits (too many is unwieldy), maybe those with the most agreement about what they should do and just the clearest effects. Edit: I said 1/4 as many traits, but really it would best be brought down to maybe 60-70 in total. Then there are a low enough amount that there can be at least one potential storyline per trait (some would have more than one). That definitely doesn't mean that that storyline will happen in a given game; the vast majority won't. But if the number is winnowed down, each can have a storyline that can be triggered for a player only if the player has that trait-- plus, more traits (not every combo, obviously) can be figured to interact with specific others. "If Player X has Playful and Player Y Businesslike, -10 to their relationship." That kind of thing. Some things I'd do a bit differently: 1) I wouldn't penalize a team for having too many of one primary trait of introvert/extrovert/ambiverts. Extroverts would just tend to have the strongest effects on others, for good or for ill. The two players' traits would determine whether a given extrovert was energizing or annoying. An introvert might be happy to just go about his business, but a really friendly extrovert might make him feel more a part of the team while an annoying extrovert will annoy him more than any introvert could. What's annoying to one might be positive to another. For example, an introvert who's shy and serious might find a prankster type annoying but a gentle one empowering, whereas an introvert who's less serious and more snarky would enjoy the prankster and be annoyed by the gentler one, whom he'd view as naive. Too many of the same (normally positive) type could be bad if, say, too many players were trying for leadership roles 2) Manager and bench coach traits would be very important, and might be subtraits under the five managerial styles. How a manager and bench coach get along with the players would be even more important than the players with each other. A controlling manager will get along very well with such traits as submissive/obedient, while assertive and protean (taking that to mean freedom-loving) stand out as traits of guys who'd hate a controlling manager. Again, there'd be subtraits under the managerial styles. 3) The traits would be visible and editable in the editor, but otherwise they'd be incompletely scouted until a player was on your orgajnization for a couple of months, or in your league for years. The basic traits of extrovert/ambivert/introvert and positive/neutral/negative view of life would be known, and some subtraits would be known from all the way back in the draft. For a twist, not all negative views of life would lead to harmful traits, and vice versa. One could view life positively and be overconfident, leading to poor work habits, or have a negative view and need to prove oneself, leading to hustle. For example, my (subjective) sense is that Pete Rose was a pretty negative person, and in the long run it caught up to him in compulsive gambling, etc, but until then it helped make him a better player as his compulsion was to work his butt off to be a very good player despite not having a great amount of natural physical ability compared to others who had similar quality careers. One can certainly imagine it, even if you think it doesn't apply in his case. This could be very interesting for a number of us who'd love it, Again, I can see others hating it-- maybe more people hating it than loving it-- but if it's optional and a third or even a fourth of players love it, it's worth doing. Last edited by Anyone; 05-08-2016 at 04:42 PM. |
|
|
|
|
|
#14 |
|
All Star Reserve
Join Date: Mar 2004
Location: Parts Unknown
Posts: 627
|
How about adding a sports psychologist to the personnel list? A good shrink could add bonuses for adversity, reducing slumps, increase overall morale, etc. I'm just spit balling. I like the idea of the morale system, but I haven't liked using it yet. So much butt hurt, for so many millionaires. I would definitely give it another spin if there was more added to it. The coaching system seemed pointless for years, but this year I love it. I'm not 100% sure what impact the coaches have, but the implications are more visible now because I can see relationships, development impact, etc.
|
|
|
|
|
|
#15 |
|
Minors (Double A)
Join Date: Aug 2011
Posts: 127
|
I think it's important to not go too far with labeling traits as "positive" or "negative". There's an inherent judgement being made that people who have the traits listed under the "negative" category as "bad". Then, those traits listed under the "positive" column are for "good" people.
The morale system needs to be a little more general and should be focused on how it impacts there performance as a baseball player. It shouldn't be such a determining factor in the player's performance either. People with a wide variety of personality traits can still be really good players and not tank teams throughout a year. I had a player who was very upset that there were no other countrymen on the team, and it seemed to really impact his performance. He was from Canada. Are there really that many MLB players from Canada that I could go out and immediately obtain to make this person happy so he plays better? That's not realistic. Also, there's too much emphasis on making the GM/Manager be responsible for the player's happiness. How do you factor in that the player needs to manage his personality and still do his job even if he isn't happy? |
|
|
|
|
|
#16 |
|
Minors (Triple A)
Join Date: Jan 2013
Posts: 263
|
To bring this discussion about player relationships and how their personalities can help/hurt a team to real life, harken back to the surprising playoff run during the 2015 season by the Minnesota Twins. Led by the estimable Torri Hunter. He was a HUGE leader for that team as well as a calming influence and a coach on the field. He helped to keep the locker room loose. I am not sure there was a looser one! LoL. Flash forward to this season they are currently 10-27 so far, last in the AL, and only one game better than the MLB worst Atlanta Braves (who, to be fair, are in rebuild mode.) One of the big differences this year? Torri Hunter retired at the end of last season and is not with this year's team. I am not saying that Torri's retirement is the only reason for their lack of success, what I am saying is that him no longer being a part of that team certainly has shown an effect. So in closing morale and personality in sports, especially our beloved baseball, is tied in very closely with strategy, sabermetrics, and double plays.
__________________
I don't have to run faster than the bear, just faster than you. Last edited by Palaaemon; 05-17-2016 at 04:10 AM. |
|
|
|
|
|
#17 | |
|
Hall Of Famer
Join Date: May 2009
Posts: 2,423
|
Quote:
Preferably silver.
__________________
Mainline team ![]() SPTT team ![]() Was not a Snag fan...until I saw the fallout once he was gone and realized what a good job he was actually doing. - Ty Cobb |
|
|
|
|
|
|
#18 | |
|
Major Leagues
Join Date: Jun 2008
Location: michigan
Posts: 327
|
Quote:
|
|
|
|
|
![]() |
| Bookmarks |
|
|