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Old 06-03-2003, 10:24 PM   #1
the bogeiman
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Some observations: stadiums/finance

Over the last month I have been working on duplicating the stadiums used by the team, with all the fence size and distance changes, seating, surface. I started this to play a historical league, and yes I read the FAQ. I have end up with nearly 600 configurations.

I have all the 1901 stadiums done and have played and replayed that season to check out the stadiiums settings. I noticed that the fence distance has no bearing on the game. I had a player that his top 3 homerun distances were all well over 500 feet. With the dead ball and the distances of the 1901 fields the only conclusion is that if the game calls for a homerun it cleared the fence no matter what the circumstances. I hate to see the 1908 results in Huntington Avenue Park with the 635 dead center.

I also wanted to get the actual capacity included into the game, to try to get a more realistice finance system. I dropped that idea immediately. You can turn off arbitration and minor league options, but you can't turn off free agency or set an upper limit on the salary a coach or player asks for.

I tried to set up a league by setting the ticket prices to $1, dividing all the players salaries by a $1000 with a minimum of $500, no TV contracts $0 to 1930 then I was going to include contracts for radio, edited the coach.dat file dividing their salary by $100.

Maybe it's in the documentation, and I'll admit to not always reading documentation. Players still asked for millions caoches asked for thousands and teams had 13 players and superstars were unsigned freeagents, ticket prices were all about $8, all parks seated at capacity. Hey I tried but now I know that salaries have to be in terms of todays $.

I guess in conclusion, I would like an explanation as to how the stadium settings other than the BPF numbers have on the game and as a wish could there be a switched to turn on/off FA at least.
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Old 06-03-2003, 10:29 PM   #2
Steve Kuffrey
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The finances are "currently" set to modern day, we are working on making this aspect adjustable in the future.
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Old 06-03-2003, 11:44 PM   #3
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just pretend they are less, chop off a couple a zeroes on everyone's salary in your mind. its still off, but a little closer to realism.
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Old 06-04-2003, 12:02 AM   #4
Scott Vibert
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You can turn off Free Agency by turning off financials on the League Setup screen.

The Stadium factors have the impact on the sim results. Wall distances only impact home runs. Wall Heights impact the chance for Ground Rule doubles and/or home run saving catches.

The wind data impacts the ball in play sometimes pushing a ball out of the park for a homer, or pushing it foul, or keeping it in the yard.

The rain data can cause rain delays.
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Old 06-04-2003, 01:01 AM   #5
the bogeiman
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When a fly ball comes up during the play is the distance and direction calculated and the stadium distances checked to see if the fly ball becomes a homerun? I'm just trying to get a handle on how I am getting such long distances for homeruns.
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Old 06-04-2003, 07:49 AM   #6
Henry
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Quote:
Originally posted by the bogeiman
When a fly ball comes up during the play is the distance and direction calculated and the stadium distances checked to see if the fly ball becomes a homerun? I'm just trying to get a handle on how I am getting such long distances for homeruns.
The ballpark factor for homeruns is used to determine IF there is a homerun... then the distance is used to determine how far the ball traveled.

If you set your fence distances to 1000 feet, you'll get 1000 foot plus homeruns.
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Old 06-04-2003, 08:47 AM   #7
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If you set the fence to 5,282 feet, you'll uncover the Easter egg of getting the announcer to say, "I don't believe what I saw! He hit that ball a mile!"
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Old 06-04-2003, 03:27 PM   #8
PLG
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Quote:
Originally posted by markgrace
just pretend they are less, chop off a couple a zeroes on everyone's salary in your mind. its still off, but a little closer to realism.
Or just pretend it is pesos
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Old 06-04-2003, 07:49 PM   #9
PineTar
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This is my single biggest sticking point of the game, one that I think needs to be addressed in an update, not in OOTP6.

Why is the financial engine so disfunctional that the AI can't adjust stars thinking in terms of contract value and signability. If a league places the salary cap at $6 million / team, a star should not be sitting on the side waiting for $8MM. Is there some reason the game can't incorporate the same type of logic it applies to the League Totals and allocation of stats, in terms of fixing the financial engine. In other words, use the income statement information to form the basis for the baseline for allocating player's salary expectations.

I know its easier to say than to do, but its something that needs to be done. We're five versions into this game, its time to overhaul the financial engine.
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Old 06-05-2003, 10:46 AM   #10
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Quote:
Originally posted by PineTar
This is my single biggest sticking point of the game, one that I think needs to be addressed in an update, not in OOTP6.

Why is the financial engine so disfunctional that the AI can't adjust stars thinking in terms of contract value and signability. If a league places the salary cap at $6 million / team, a star should not be sitting on the side waiting for $8MM. Is there some reason the game can't incorporate the same type of logic it applies to the League Totals and allocation of stats, in terms of fixing the financial engine. In other words, use the income statement information to form the basis for the baseline for allocating player's salary expectations.

I know its easier to say than to do, but its something that needs to be done. We're five versions into this game, its time to overhaul the financial engine.
As Steve alluded to earlier in this thread, this exact thing is in the works. The problem isn't as simple as just dividing all of the cash totals by a certain factor, and that's why this hasn't made it into an update yet.
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Old 06-06-2003, 12:05 PM   #11
clarnzz
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I would hope something wouldn't be done that automatically adjust players salary demands based on the salary cap. Most people use salary cap to prevent teams from getting too many star players. If turning on the cap just meant players wanted less money. There wouldn't be much point to a cap.
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Old 06-06-2003, 12:32 PM   #12
Henry
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Quote:
Originally posted by clarnzz
I would hope something wouldn't be done that automatically adjust players salary demands based on the salary cap. Most people use salary cap to prevent teams from getting too many star players. If turning on the cap just meant players wanted less money. There wouldn't be much point to a cap.
Excellent point - and also why it takes time to figure out how to implement changes correctly.
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