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Old 04-20-2004, 07:48 PM   #1
cephalon
Minors (Rookie Ball)
 
Join Date: Apr 2003
Posts: 36
Created Player Modifier questions

Ok, getting a bit technical here... It's about the % modifiers for created players.

Say I've got a contact of +50%. What does this mean exactly?

Does it mean that the contact cap of 150 has been raised by 50% to 225, and that all players will be generated normally, but with a higher possible cap? So that a 50 player would still generate as a 50, a 100 player would still generate as 100, but there would be a possibility to generate a 200 contact player?

Does it mean that upon generation, each player's contact will be 50% higher, so that a player generated with a 2 in contact would become a 3(+1), a player with a 50 in contact would become a 75(+25), and a player with a 100 contact would become a 150(+50)?

Does it mean that all players will have an extra 50% of the normal 150 contact added to their contact rating, so that a player generated with a 2 in contact would be 52, and a player generated with 100 in contact would be a 150?

Any help here would be GREATLY appreciated..!
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Old 04-20-2004, 09:39 PM   #2
cephalon
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Join Date: Apr 2003
Posts: 36
bump bump

Someone's got to have some idea... Or does anyone have an idea of how I could test this? I don't want to look at the ratings of every player in the league...
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Old 04-20-2004, 10:17 PM   #3
Henry
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Join Date: Dec 2001
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I ran a quick fictional custom league for 1945 and got these average ratings for hitters....

37, 52, 35, 32, 38

I redid the creation, but this time increased "power" by 50% and got these numbers....

36, 52, 48, 30, 37

It appears the 50% increase results in changing the 35 to a 48.

That was real quick, and someone will do a more detailed study later I'm sure.

Henry
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Old 04-21-2004, 09:58 AM   #4
cephalon
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Posts: 36
bump for wednesday morning
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Old 04-21-2004, 10:14 AM   #5
Rubilario
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Join Date: Apr 2003
Location: San Diego, CA
Posts: 41
I ran some tests on this, what it should do is, when creating the players, it would go something like this:

Power numbers created using modifer 0%:
40, 50, 60, 70, etc.

Using modifer 50%, using the same numbers as before, would just take the generated numbers and multiply them by 1.5 and would look like this:
60, 75, 90, 105, etc.

Now, you have to understand, that this is based on the base generated rating and would be different every time the players are created. But the game would take the base rating and multiply it by 1.5 (50% increase). At 100% multiply by 2, at 200% multiply by 4. At -100% divide by 2, at -50% divide by 1.5.

When testing it at 200%, practically everyone created had their rating over 100. Unrealistic.

Well, that is my theory on this. I could be wrong, though.
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Old 04-21-2004, 11:23 PM   #6
cephalon
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Join Date: Apr 2003
Posts: 36
Quote:
Originally posted by Rubilario
I ran some tests on this, what it should do is, when creating the players, it would go something like this:

Power numbers created using modifer 0%:
40, 50, 60, 70, etc.

Using modifer 50%, using the same numbers as before, would just take the generated numbers and multiply them by 1.5 and would look like this:
60, 75, 90, 105, etc.

Now, you have to understand, that this is based on the base generated rating and would be different every time the players are created. But the game would take the base rating and multiply it by 1.5 (50% increase). At 100% multiply by 2, at 200% multiply by 4. At -100% divide by 2, at -50% divide by 1.5.

When testing it at 200%, practically everyone created had their rating over 100. Unrealistic.

Well, that is my theory on this. I could be wrong, though.
That's what I'm hoping for, Rubi.... Seems like the % modifiers, when cranked up along with the league totals settings would be the only way to create larger gaps between the superstars and the average joes.
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