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Earlier versions of OOTP: Suggestions and Feature Wish List Let us know what you would like to see in future versions of OOTP! OOTPBM 2006 is in development, and there is still time left to get your suggestions into the game.

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Old 05-13-2004, 12:19 PM   #1
fat dude
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Three wishes

First, the easy one: On the team roster screen, it would be great to see the team's run differential (Runs scored - Runs allowed) and how it ranks.

Second, the medium one: I would like to see leadership skills develop over time rather than some kid from high school just have "some abilities" throughout his career. I think this should just be a random thing with the possibility for it to arise increasing with player age or years of service. So no guys (or almost no guys) are drafted with leadership ability. But over the years, they may pop up to "some ability" and then maybe later on still increase to "great leader." Just a thought. I figure it could be done since injury proneness comes frequently with age.

Third, the long term (OOTP7) one: The added detail OOTP6 has added is amazing with all the roster rules. (I explained it to some of my "Mogul" friends and their jaws just about dropped.) I was wondering what in the world would be another thing to add to this great sim? Maybe you'll laugh me to scorn, but one major expense that is currently being ignored (by every sim as far as I know) is player insurance. All the talk of the Red Sox not being able to quickly sign Pedro because they can't find insurance for his shoulder got me thinking of this. Not that you would insure all contracts, but big ones you do. Things like age and injury history or proneness would play a part in how much insurance would cost for a player as well as the contract itself of course. It could be set up as a simple dialog box option were you are told that insurance for this contract and this player will cost you this much. Or more creatively (but more cheesily if not done right), there could be, say, three fake insurance companies which analyze things differently (different priorities), giving slightly different offers to shop around with. Ok, laugh me to scorn.
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Old 05-13-2004, 12:30 PM   #2
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My thoughts on number 2: from my experience playing sports and being on the field, ‘leadership’ is something that’s part of a player’s personality. Although you don’t see it in the very youngest ballplayers, by the time you’re in high school, you can tell who the leaders are, and it doesn’t change much over time. This is something that someone has, or they don’t, it’s not something you learn. It’s true that the veterans on a team bring experience and can be an important influence, but leadership ability is generally independent from a player’s age or skills. Leadership is all about how a player motivates and communicates with his teammates, and it’s more an aspect of his personality and people skills than it is anything that he learns over time.
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Old 05-13-2004, 12:32 PM   #3
fat dude
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Ok, satchel, I'll buy that. So skip #2, what about #1 and #3. Stupid?
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Old 05-13-2004, 12:41 PM   #4
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idea

Your idea 2 wasn’t stupid, and neither are the others. They’re all good fuel for thought and discussion, in my opinion.
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Old 05-13-2004, 05:01 PM   #5
Oneida
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I like that last idea, it adds even more depth to an already deep game, im not sure what you mean on that first idea though
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Old 05-13-2004, 05:31 PM   #6
saves the day82
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first one seems like the best one out there to me. Quick and easy way of measuring your teams productivity
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Old 05-14-2004, 09:38 AM   #7
fat dude
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Hey, 2 out of 3 ain't bad.
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Old 05-14-2004, 01:51 PM   #8
Dan Theman
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Hmm.

Idea #1 is excellent, and I've often wished to myself that it was listed there.

Idea #2 does have some validity - certain players may have amazing personalities and leadership qualities, but the player in question is a backup utility infielder, what are the chances that some young 5-star outfielder who just signed his first multi-million dollar contract is going to follow his lead? Instead of OOTP measuring someone's inherent personality features, perhaps measuring "effective" leadership might be better. Of course, this would likely entail some complicated programming, but fortunately that's not up to us to get done, lol.

Idea #3 is good, but perhaps slightly too detailed. There might be a better way to emulate this; as it stands right now, when a player has a career ending injury he's stuck on your roster until the end of the season, when he presumably retires. In real life, his contract is still valid (assuming there aren't any sneaky clauses), and it's up to the team/insurance company to pay it to him just as if he were still playing. Maybe, instead of the current system, a certain percentage of the remining contract must be paid out by the team. That percentage could then, perhaps, be modified and set upon the signing of any contract. This would give some added danger to those 7-year contracts. Of course, you could also argue that we can simply pretend that a certain portion of a player's salary doesn't actually go to him, but instead to Lloyds of London (sp).
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Old 05-25-2004, 08:47 PM   #9
DiMaggio5CF
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I really think that the third suggestion is going to be much more trouble than it's worth.

If you're going to implement player insurance, you're also going to have to make sure that it doesn't cover pre-existing injuries. That means tracking all of a players injuries throughout his career. It's probably much too complicated to do it right.
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