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#221 | |
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Minors (Triple A)
Join Date: Apr 2004
Posts: 294
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Quote:
But of course that fee made up only a small percentage of a team's total revenue. The vast majority was, as you say, from attendance, which reminds me: isn't the visiting team's cut of gate revenue traditionally 15%, not 20? |
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#222 | |
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Hall Of Famer
Join Date: Mar 2002
Posts: 3,765
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Quote:
Well I think ST was more for online leagues...and it does work quite well in that aspect
__________________
"I am at that stage of my life where I keep myself out of arguments. I am 100% self sufficient spiritually, emotionally & financially. Even if you say 1+1=5, you are ABSOLUTELY CORRECT. Enjoy!" |
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#223 | |
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Hall Of Famer
Join Date: Feb 2002
Location: Up There
Posts: 15,644
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Quote:
In terms of a team's income, some time back I posted the financial data for the 1950 Cleveland Indians, which I had found in an old issue of TSN. You can find it here: http://www.ootpdevelopments.com/boar...hlight=Indians According to that report, attendance revenue accounted for 74.6% of Cleveland's total revenue, while radio and television rights accounted for just 6.4%. The cut from road game attendance accounted for 8.7% of the team's revenue. Just the other day I came across the 1957 Chicago White Sox financial data in a TSN issue; I'll have to post that up at some point. Last edited by Le Grande Orange; 02-06-2005 at 02:55 AM. |
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#224 |
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Minors (Triple A)
Join Date: Apr 2004
Posts: 294
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Simming
Markus, since it seems to be safe to assume your game will be very different under the hood than SI's other products-- the other SI games, for those who haven't played them, aren't designed to be simmed, because the focus is on day-to-day and game-to-game management-- have any of your coworkers shown interest in how you're making the game easy to sim ahead in? Like, saaay... the FM team, for example?
Hey, a guy can hope. Spending 40 minutes getting through 2 weeks without a game is /not/ a highlight of the Football Manager experience. |
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#225 | |
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Minors (Triple A)
Join Date: Apr 2004
Posts: 294
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#226 | |
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All Star Reserve
Join Date: Mar 2002
Location: Baton Rouge, LA.
Posts: 899
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Quote:
__________________
"I took the two most expensive asprins in history." - Wally Pipp on his decision to sit out a game with a headache which let Lou Gehrig into the lineup for the first time. http://s10.photobucket.com/albums/a121/Jermanfu/
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#227 | |
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Hall Of Famer
Join Date: Mar 2003
Location: Location:
Posts: 3,414
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Quote:
Markus, obviously that sounds fine, but I'm just running possibilities here. Namely, minor leagues are important in the development of players, right? Therefore, if I didn't have the memory to run Single A, Low A etc, then wouldn't player development be wrong? Also, if I only run AAA, will all draftees be placed in AAA? If so, won't they develop wrong? Will it be impossible to run MLB properly without running every level of the minors? If so, considering my two year old machine can only run 4 divisions on FM (and that very slowly), what chance me running 6 or 7 divisions in OOTP7? |
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#228 | |
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SI Marketing Wizard
Join Date: Mar 2004
Location: Old Street, London
Posts: 4,741
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#229 | |
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Minors (Triple A)
Join Date: Apr 2004
Posts: 294
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Quote:
A followup question: if you do have the full minor-league structure, from rookie ball up to AAA, does that mean you'll need to have a draft approximately as long as the real MLB draft (50 rounds, though teams can just say "pass" in the last rounds if there's no one they'd like to draft) to fill the minors out? Will the game let you proceed with fewer than 9 players at one of your minor-league affiliates? I know I'm asking 98 quadrillion questons, but I nag because I care, Markus.
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#230 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,134
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For the sakeof realism..I think every level should have a 25 man roster that MUST be filled(or at least enough players to field every position)
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#231 | |
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Hall Of Famer
Join Date: Jul 2003
Location: College Park, Md.
Posts: 5,024
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#232 |
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Minors (Triple A)
Join Date: Apr 2004
Posts: 294
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What Remangii said. Also, a requirement that your minor-league affiliates have full rosters would create a lot of micromanaging where the minors are concerned, which might not be the best option in a game that is (I assume) supposed to be accessible to a broad audience. You'd have to release about 20 guys to make room for new draftees every single year.
Watching prospects develop is among the most enjoyable aspects of OOTP for me, but I'm not at all enthusiastic about the idea of getting about 35 or 40 one- or 1.5-star prospects every single year in a huge, 50ish-round draft, taking a long time to assign them all to my minor-league teams and distribute playing time among them, and then having to go through my minor-league rosters one year /later/ and cut everyone who's not performing... so I can make room for more one- or 1.5-star prospects. More to the point, I bet game reviewers REALLY wouldn't like to have to do that; after all, I'm somewhat used to combing through the minors 'cause I already play OOTP, but can you imagine the reaction of a reviewer (or anyone, really) coming to the series for the first time? And now to undermine my entire argument: you don't need a draft that big if you just use three levels of the minors, like OOTP does now. But I'm still a big, big fan of using ghost players (or greyed-out players, to take the more traditional SI approach), because it would help to keep minor-league roster management from taking an inordinate amount of the player's time. |
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#233 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,134
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Obviously you have never played Cm/FM. The game has leagues that are in the "backround"- meaning they have a less complicated sim engine, yet they have full rosters of players. It works well. I'm assuming SI will be using the same technology/programming in OOTP7
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#234 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,134
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Now that I read further maybe you have played CM since you understand the grey players...but the backround league format makes it easier to sim. Remember in Cm you can't call up grey players. So I think you can just choose which leagues you would rather run in the "foreground" and that will take care of the problem.
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#235 |
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Minors (Triple A)
Join Date: Apr 2004
Posts: 294
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The difference is that in CM/FM, you aren't managing the rosters of any teams in the background leagues. My concern is less with sim time than with making micromanagement optional rather than mandatory. If you have greyed-out players or ghost players or what-have-you, you don't have to spend a ton of time making sure your minor-league teams have at least one player at every position, cutting unproductive guys to make room for new draftees, etc. etc.
I'd rather spend time thinking, "How can I improve my big-league team?" than thinking, "Gee, I need a backup catcher for my AA squad. And my rookie league club could use a few relievers." |
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#236 | |
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Hall Of Famer
Join Date: Mar 2003
Location: Location:
Posts: 3,414
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Quote:
Indeed. I've been playing CM since '92, back when the only ghosts were subby goalkeepers. The reason for my post was that Markus had said there would be no ghost players, be they ghost or grey. That means you'll need to play with every level fully filled. |
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#237 | |
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Hall Of Famer
Join Date: Jun 2004
Posts: 8,736
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Quote:
I loved HHB (I didn't know about OOTP) but I HATED the end of the year scrub swap. Micro managing that aspect of the game totally took away from the enjoyment of the rest of the game. I'm sure Markus has thought about this but we'll see. I'm sure it's a tough balance between as-close-to-real-as-can-be and what-may-be-the-only-feasble-solution. |
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#238 | |
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Hall Of Famer
Join Date: Jun 2004
Posts: 8,736
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Quote:
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#239 |
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All Star Starter
Join Date: Feb 2002
Posts: 1,181
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I'm with everyone who is going to miss the "ghost" players. In fact, since Markus mentioned that they would be gone, I've started thinking of workarounds. Because I HATE the thought of having to deal with full minor leagues.
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#240 |
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Hall Of Famer
Join Date: Feb 2002
Posts: 13,134
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Part of being a GM is micromanagement...but I'm sure you'll be able to delegate some of the responsibility..just like in CM/FM
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