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| OOTP 19 - New to the Game? If you have basic questions about the the latest version of our game, please come here! |
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#1 |
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Bat Boy
Join Date: Jun 2018
Posts: 6
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How to manage fatigue better?
My entire farm relief pitching staff is exhausted. So I'm wondering, what's the best way to go about this, and are all AI teams suffering like this? I don't get it.
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#2 |
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OOTP Roster Team
Join Date: Feb 2002
Location: Rocky River, Ohio
Posts: 2,442
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Do you control minor league promotions/demotions? Do you have roster limits set in the minors? I have noticed the AI will shuffle players so that this does not happen, I saw after my Single-A team went 15 innings and used 7 pitchers and only had a starter and one relief pitcher with at least 75% after the game, then moving to the next day I noticed that they moved 2 pitchers from my other Single-A team and two of the exhausted ones to the other team.
If you are in control, just move a player or two up or down until the pitchers recover. |
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#3 |
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Bat Boy
Join Date: Jun 2018
Posts: 6
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Hey, thanks for the reply.
Yes Not sure, I think it's 25? I'll have to keep an eye on minors levels and swap around as necessary. I'm playing GM/Manager mode and before May I need to make some call ups to fill a couple key injuries. Every relief pitcher in the minor league is marked exhausted. I don't know if I need to play those games, or if I even can. I'm new, just bought it a few days ago. I see how I can change position player fatigue levels in settings, there's a drop down for that, but I can't see anything for pitching, and for all I know the AI is murdering my staff in the minors. From what I can see, there's a good chance I'll need more starting pitching, as the injuries, even just one or two can cause massive shifts in managing it. Considering getting out of Challenge Mode just to bring down the injury level. I'm fairly familiar with baseball and fatigue levels effecting performance, so i watch it closely. Feeling some "out of my control" in the minors management. |
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#4 |
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Hall Of Famer
Join Date: Sep 2007
Posts: 2,601
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I always set my MiLB roster limits to 30 or 35 to avoid this and to avoid MiLB disabled list manager mode. I end up with extra players that only serve the purpose of making my game more enjoyable.
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You mock me, therefore I am My wife |
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#5 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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when the symbol is half/gold battery type thing, they are still okay. all red is a real problem.
add an rp spot to the rosters and bump active roster size to 26? they will carry 8rp and add 1 to 25 so they don't sacrifice anything elsewhere on the team. if you don't think and extra ~80ip will be enough add 2. forces ai to do exactly what's needed and limited or no ramifications as long as enough players are created each year. i'd becareful with setting roster # limits. if you have an overabundance of mil players throughout every single team, you can do so without worry. it forces them to fill the extra "x" spots and if not defined you end up with 10 catchers or 10 2b etc. you can't tell it how to diversify its bench and the ai doesn't really worry about it either. ai doesn't discard players much due to 'too many'. if you create enough players, there will be ~30 or more players on each team or available to move there when needed. if you want them to have "30" just make enough players each year and it happens on its own. they just might not sit on the bench evenly dispersed, but it's no different and without any negative effects. with either of these options you may need to reassess your draft rounds and other methods of new player creation that occur each year. make sure you have enough for the largest system to have enough players long term. 1 extra may be a blip, 5+ you likely need to change something to help. Last edited by NoOne; 06-14-2018 at 12:36 AM. |
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#6 |
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Bat Boy
Join Date: Jun 2018
Posts: 6
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Sorry noob question, do I have to set a function for increasing size limit over 25. Is it a dropdown or something, or do I just go with it?
Right now, I made one minor trade deal and signed 3 minor contracts effecting: AAA 26 AA 27 A+ 26 A 27 so far, extra RP's only The only thing I'm worried about now is what do I do with these guys when DL starts clearing in minors, could be pushing 30 if all are healthy. Are these minor contract pickups basically just plug and play, and keep one or two when everyone is healed up? Or do I have to do something setting wise to prepare for near 30? Last edited by Designersox; 06-14-2018 at 07:45 PM. |
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#7 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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~30-35 isn't too many at all. you need that many capable of playing at that level to cover injuries.
it is a dropdown box. League Settings - then one of the sub-tabs... i think "stats and ai" has it. you'll have to read the screen to know exactly what to change. rotation size at top, # of bench or rp then the 'one' without a setting is deduced/controleld by the other 2 options etc... i don't have perfect recall on that particular screen. (# of sp/rp/bench) if you control depth charts, i'd toss the worst prospects at bottom of pen to minimize use and maximize time of better prospects (avoid overuse, of course) belated edit: if you meant roster rules -- league settings->rules, then select league. can set roster max, age/svc time max etc per league. since you specifically want RP help, the stats and ai settings are probably a better way. Last edited by NoOne; 06-18-2018 at 01:45 PM. |
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