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OOTP 15 - Historical Simulations Discuss historical simulations and their results in this forum.

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Old 11-03-2014, 08:56 PM   #1
Trebro
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Join Date: Mar 2013
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Mixing Historical and Fictional Players

As per usual, I'm tinkering and toying with things I can do in OOTP.

Right now, I'm testing having a fictional world where the historical players come in as free-agent rookies (no draft).

I have the control set to a low number of games, so I need to increase it first to see if that's part of the issue, but it looks like the fictional players are generally better at the highest levels than the historical ones, looking at the single-season and all-time lists.

I want to do some additional testing but I was wondering what others have found when they mix 'em up.
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Old 11-09-2014, 03:13 AM   #2
sprague
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Join Date: Aug 2011
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Quote:
Originally Posted by panelpatter View Post
As per usual, I'm tinkering and toying with things I can do in OOTP.

Right now, I'm testing having a fictional world where the historical players come in as free-agent rookies (no draft).

I have the control set to a low number of games, so I need to increase it first to see if that's part of the issue, but it looks like the fictional players are generally better at the highest levels than the historical ones, looking at the single-season and all-time lists.

I want to do some additional testing but I was wondering what others have found when they mix 'em up.
Hey panel
I write about this alot on here. Why mixing fictional and historical players don't mix well. The historical ones- based on how the AI calculates their values, come out much weaker than game generated fictional players

Simple suggestion without going into lots of detail on how to do it- is raise all real life players rating numbers by 10 (a 140 in contact becomes 150, and so on) raise their running by 20 and their fielding by 20-40 (depending on the era they come from). Now the real life players will be more able to compete against the ficitonals
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