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| OOTP 19 - General Discussions Everything about the 2018 version of Out of the Park Baseball - officially licensed by MLB.com and the MLBPA. |
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#1 |
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Hall Of Famer
Join Date: Apr 2003
Posts: 2,727
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League Total Modifiers Question
So i am working on setting up a fictional game. It will start with 24 teams in 1960 and I will expand along the way. I will eventually end up with 30 teams prior to the 2018 season.
My question is for when setting up League Total Modifiers. Should I set them as if I already have 30 teams or should I set them to the 24 team start? |
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#2 |
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Hall Of Famer
Join Date: Mar 2002
Location: In The Moment
Posts: 14,474
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No difference in amount of teams when it comes to LTM's. Set them for 1960 is all you need to do.
Last edited by Bluenoser; 08-30-2018 at 11:12 AM. |
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#3 |
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Banned
Join Date: Apr 2015
Posts: 7,273
Infractions: 0/1 (3)
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just make sure you autocalculate the modifiers initially and then any time after you expand... possibly 3-5 years after any expansion too (repeat as necessary if you see drastic shift in league-wide averages, not individual stuff -- also, if things look good, don't bother with autocalculate, change and 1 modifier for small adjustments you want after that). anytime you click autocalculate, it is "ballparked" for stats relative to the totals and current talent in league... the only major thing that will cause it not to be callibrated in the "middle" in that equation is current talent in league.
e.g. if no one can steal, it's going to have elevated stealing-related LTM after an autocalculate of modifiers. when someone comes along that can steal, they will be even better than normal for your league if those modifiers remain unchanged. also, league-wide the 'average' can only (or mostly) go up from there. you can deduce the rest from that example. i.e. the opposite situation with stealing above would mean it can only go down for league-wide averages and it would reduce individuals' output with greater ratings compared to normal for your league. (by reduce or improve, it is within a range of fluctuation that a modifier provides -- if you want an average at X, but talent isn't ~average, currently, then it isn't really averaging X over time, but just for that 1 year. unfortunately it's hard to eyeball talent levels in league. if you pay attention to how many "good" players at each position and can recognize when there's a boom or bust in talent, that would help) also, with a larger player pool, it probably reduces volatility a bit. even though it's the same distribution over time, you are more likely to get 'odd' distributions in any 1 given year with a smaller league. you should expect less fluctuation in league averages year to year after expanding due to more consistent talent levels from larger player pools. Last edited by NoOne; 08-30-2018 at 01:34 PM. |
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