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Old 08-03-2003, 03:31 PM   #21
Alan T
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Quote:
Originally posted by jaxmagicman
Awesome. Almost everything we wanted. I have just one question, and I am not trying to correct grammar or anything, I am just not familar with the term, what is a "bed athlete?
Here let me illustrate:

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Old 08-03-2003, 03:45 PM   #22
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Originally posted by jaxmagicman
I don't understand what it means. Bed athlete, means is a natural or has the abiltity to be great. I have never heard that turn before.
Bad athlete.
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Old 08-03-2003, 03:46 PM   #23
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Re: +++ "Possible"OOTP 6 Features +++

Quote:
Originally posted by Markus Heinsohn


7) Head-to-head internet play
But... if this happens what will I be able to complain about?!?

Sounds very ambitious Markus... good luck implementing all the changes!!

Sincerely,

a customer for life!!
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Old 08-03-2003, 03:50 PM   #24
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Sounds great Markus.

But I just wanted to add a couple of suggestions/comments about "8) Better support for historical leagues because of the new game engine."

First, the ability to have different roster size limits would be a valuable addition. The roster limits of MLB have varied quite a bit over the years, and sometime even between the leagues. Being able to replicate this in historical leagues would be very useful.

For a nearly complete list of how the roster limits of MLB have changed over the years, go to this web page:

http://users.erols.com/brak/rosters.htm

On the same site you'll also find articles on "League Operating Rules" which detail the way the rules have changed over the years on such things as amateur drafts, waivers, options, and expansion drafts, among others. A definite must read for creating more detailed and era rules appropriate historical play.

The list of operating rules articles is found here: http://users.erols.com/brak/rules.htm

Second, please get OFFICIAL doubleheader support into OOTP6. They are already SO close to working fine, so if you could go the extra few steps to get them genuine inclusion it would be great. In my opinion, full doubleheader support is a MUST for appropriate historical play - the twin bill was a big part of baseball for a very long time, and I have the numbers to prove it. This would also allow historical players to play out their seasons on the real schedules (either as scheduled or as played, depending on which they prefer). As I like to say, if you're going to use real players, then you ought to be using real schedules as well.

Those are my big two suggestions for better historical play. There are some other ideas which, while not as important as the above two, would also help add more to the historical play experience (and possibly ficitional play as well). These would be:

1) Reserve clause era financials. Bascially, all the financials would still be on, but there'd be NO free agency. You'd still have to sign coaches and players, make decisions about whether a particular player is worth the money you're paying him, set ticket prices, and so forth. But you'd also have to deal with holdouts (since players can't move to another team, this is their way of trying to get a better contract out of the GM), and perhaps also manage your money in connection with...

2) Independent minor leagues. Rather than the minor leagues always being a subordinate of the major league team, let there be the option of making the minor leagues independent. This would mean the major league teams would have to buy the contract of the player they're interested in from the minor league team rather than simply call him up as is done today. Adding this feature would defintely mean that reserve clause era financials could be just as challenging as in the current free agency era. Also, having an independent minor leagues option would nicely mimic the earlier days of baseball when the major league teams did not run their own minor league clubs.

I still haven't posted the full details of this idea in the Suggestions Forum yet, but you get the basic concept of it.

I suppose I could add a few other ideas to beef up historical (and fictional) play, such as 12 team divisions, adding or removing a third league, and even more customizable playoffs, but the previously mentioned ideas are the more important ones to me.
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Old 08-03-2003, 03:51 PM   #25
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Markus,

I think as like in CM4, you could expand the game into perhaps including leagues for other countries which have a significant baseball grounding. Japan, South Korea, Dominican Republic, Cuba etc.

Another thing which I think should be iintroduced is a career which allows you to go from managing one team to another, this would give players more ways to play the game. In CM4 for example, I like to start off with a small side, gradually improve them until I am able to get a job with a bigger/better team until I have reached the top.

Those are the two main points that have occurred to me so far.

Other than that, OOTP5 seems to be an improvement over OOTP4 though i've only managed to try out the demo of OOTP5.
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Old 08-03-2003, 03:56 PM   #26
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Re: Re: +++ OOTP 6 Features +++

Quote:
Originally posted by Draft Dodger

but personally, I'm not sure that running ratings need to be on a scale of 1-10. I actually think the 1-5 system you use now (A-E I guess) is closer to realistic. I guess what I'm saying is, in real life baseball, I don't think their is 10 different tiers of running speeds.
Same goes with fielding, btw.
True, but are there 10 different tiers of hitting HRs or doubles? I think he's just going for consistancy with this one.
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Old 08-03-2003, 04:13 PM   #27
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Re: Re: Re: +++ OOTP 6 Features +++

Quote:
Originally posted by PotatoPeeler
True, but are there 10 different tiers of hitting HRs or doubles? I think he's just going for consistancy with this one.
If you want to get technical.. OOTP is way more in depth than just 1-10 in hitting / pitching.

Hits: 387+ different ratings
Doubles: 255 different ratings
Triples: 20 different ratings
Homeruns: 255 different ratings
Walks: 255 different ratings
Strikeouts: 181+ different ratings

Sure the game only shows 1-10.. but there is more "inside" information that we do not see.

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Old 08-03-2003, 04:15 PM   #28
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Quote:
Originally posted by chillum
Another thing which I think should be iintroduced is a career which allows you to go from managing one team to another, this would give players more ways to play the game. In CM4 for example, I like to start off with a small side, gradually improve them until I am able to get a job with a bigger/better team until I have reached the top.
OOTP already does this.
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Old 08-03-2003, 05:23 PM   #29
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Re: +++ "Possible"OOTP 6 Features +++

Quote:
Originally posted by Markus Heinsohn
4) More realistic draft, with signing bonuses, players refusing to sign etc.

5) Better scouting system, with international scouting and baseball clinics in the Carribean.

6) AI taking current stats more into consideration in trades, roster management etc.
I can hardly wait for these new features. These all sound great. Can't wait!
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Old 08-03-2003, 06:01 PM   #30
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This is some great ideas. I am thinking this thread is going to be a long one....... plus I didn't think I could get any more excited about a game, but this sure makes next spring a real event!
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Old 08-03-2003, 06:24 PM   #31
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Can't wait to see these new features in action!!!

Thanks again Markus!!!
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Old 08-03-2003, 06:54 PM   #32
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Re: Re: Re: Re: +++ OOTP 6 Features +++

Quote:
Originally posted by Kurtis R.
If you want to get technical.. OOTP is way more in depth than just 1-10 in hitting / pitching.

Hits: 387+ different ratings
Doubles: 255 different ratings
Triples: 20 different ratings
Homeruns: 255 different ratings
Walks: 255 different ratings
Strikeouts: 181+ different ratings

Sure the game only shows 1-10.. but there is more "inside" information that we do not see.

Kurtis
Well, then that illustrates my point even better. :P
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Old 08-03-2003, 10:00 PM   #33
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I think a good idea for a new rating system would be the 20-80 scale the professional scouts use.
Click here to see what I'm talking about
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Old 08-04-2003, 02:07 AM   #34
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wow... I'm impressed. The only two major things I was really hoping for that aren't listed are 40-man rosters (and all that comes with them), and although I'm not sure if it falls under "better player development" talent increases/decreases based on stats. But I'm already dying to play this game... make me a beta tester? Please?
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Old 08-04-2003, 02:09 AM   #35
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Quote:
Originally posted by Malificent
Markus,

A KEY element, and I mean that as strongly as possible, is making sure that imports from v5 into v6 are flawless. Otherwise, long standing online leagues may be very hesitant to move.

But your plans do sound nice.
Realistically, although this would be nice, there's only so far you can take a game and have it be backwards compatible. If Markus is recoding the way players stats are generated, (ie. K's becoming much more important, avoiding hits becoming much less so, etc.) it will REALLY throw current players out of whack and essentially make it not worth converting even if it was possible. If Markus can think of a way to avoid this, I'll be very impressed. But I'm not counting on it.
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Old 08-04-2003, 08:21 AM   #36
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Markus, you continue to produce an immensely enjoyable game, and the features you've listed will have me anxiously awaiting its next incarnation.
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Old 08-04-2003, 08:23 AM   #37
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Quote:
Originally posted by crackpott
Realistically, although this would be nice, there's only so far you can take a game and have it be backwards compatible. If Markus is recoding the way players stats are generated, (ie. K's becoming much more important, avoiding hits becoming much less so, etc.) it will REALLY throw current players out of whack and essentially make it not worth converting even if it was possible. If Markus can think of a way to avoid this, I'll be very impressed. But I'm not counting on it.
I agree. If given the choice between a superior game and one that is backwards compatible, I'll choose the superior game, and I'd bet that, in time, so will online leagues.
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Old 08-04-2003, 08:35 AM   #38
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There will be an importer of course, but in order to support the new features, imports may not be totally compatible. There will be certain things that work different than in OOTP 5.
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Old 08-04-2003, 09:22 AM   #39
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Originally posted by ctorg
I agree. If given the choice between a superior game and one that is backwards compatible, I'll choose the superior game, and I'd bet that, in time, so will online leagues.
For most leagues, you're probably right, and I do understand the difficulty involved in shifting to a completely new engine.

Our league may or may not shift. We, I think, would appreciate the improved game, but by the time OOTP6 comes out, we'll have been going for 13+ fake seasons and 3 realtime years and the history and tradition of the league will have some serious weight.

Assuming that an importer will happen, Markus, could you please just make sure to make it very clear what changes will happen when a v5 league is imported to v6? I.e., what things will not import over, etc etc. That will enable everyone who is planning on shifting over some idea what to expect.
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Old 08-04-2003, 09:42 AM   #40
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Quote:
Originally posted by ctorg
I agree. If given the choice between a superior game and one that is backwards compatible, I'll choose the superior game, and I'd bet that, in time, so will online leagues.
That's probably because your league sucks.
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