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| Earlier versions of OOTP: General Discussions General chat about the game... |
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#1 |
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Hall Of Famer
Join Date: Jul 2002
Location: Kentucky
Posts: 2,601
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What exactly does this do? Will it give you a chance on a play at the plate if a runner is on 2nd with 2 outs, or does it just cut down on bloops falling in?
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#2 | |
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Hall Of Famer
Join Date: Mar 2004
Location: Cleveland, Ohio
Posts: 2,251
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Without the manual being published, one can only assume that with the outfield playing in, there would be more of a chance in cutting down runners at the plate. But of course, we'll all likely have to wait for confirmation of that answer for at least a little while.
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#3 |
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Hall Of Famer
Join Date: Jun 2003
Location: Minnesota
Posts: 3,647
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I would assume it does both.... but mostly used for stopping a runner from getting home in a situation like:
1 out, bottom of 9th runner at third (stop the tagup on a short fly)
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#4 |
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Bat Boy
Join Date: May 2004
Posts: 16
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Extending the original question a bit. Can someone tell me in what situation(s) will a manager call the defense "guard line"?
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#5 |
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Hall Of Famer
Join Date: Sep 2003
Location: Los Angeles
Posts: 3,417
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guard line what situation is it good for?
Corners In what situation is it good for? Infield In what situation is it good for? Hit and Run what situation is it good for? thanks |
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#6 |
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Hall Of Famer
Join Date: Aug 2002
Posts: 3,488
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From my experience of playing billions of games.
Guard lines. Lowers the chances of a batter hitting an extra base hit. Corners in. Help against bunts Infield in. Prevents a runner from scoring from 3rd on a ground ball. Also increases the chances of a base hit. Outfield in. This one's tricky. I am pretty sure all it does is decrease the chance of a single and increase the chance of an extra base hit. Hit and run. If you make contact a runner will score from 3rd on a ground ball against infield in. It advances the runners on base an extra base and avoids double plays. And remember don't go by the play by play. For example you may play "guard lines" and see a double hit down the line. It simply decreases the chance for a double. The play by play does not corespond with your players. Another example is a bloop single against outfield in. Not sure if i'm getting my point across correctly. |
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#7 |
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Minors (Single A)
Join Date: Dec 2003
Location: Randolph, MA
Posts: 74
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Most of the time, outfield in is done during the last inning, with less than 2 outs and the winning run on 3rd. It's used to try to cut down a runner scoring.
In that situation, there is no sense in playing deep because even if the ball is caught, the runner on 3rd will tag up and score the winning run.
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Dave |
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#8 |
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Minors (Triple A)
Join Date: Nov 2002
Location: Acworth, GA
Posts: 218
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Hit and Run is also good to force a runner to try and steal. Since OOTP wont allow you to steal with 2 strikes if you use Hit and Run with 1 strike, you make sure the runner goes. He has a worse chance of making it (and the batter may hit it) but in the right situation (good runner, bad catcher) it can be very effective
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#9 | ||||
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Minors (Single A)
Join Date: Mar 2003
Posts: 74
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#10 |
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Minors (Single A)
Join Date: Dec 2003
Location: Randolph, MA
Posts: 74
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Hit and run is also used when you have a slower runner on with someone that makes contact at the plate. The slower runner is more apt to get thrown out at 2nd on a ground ball. With him running, he'll get to 2nd sooner and could keep him out of the double play.
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Dave |
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#11 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Ft Smith Ark. USA
Posts: 2,681
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without
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#12 |
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Global Moderator
Join Date: Nov 2002
Location: Queens, NY
Posts: 9,848
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Bringing the OF in with a runner on 3rd and less than two outs in the 9th with a one-run lead or a tie is a very sound strategy, since a deeply hit fly ball will score the run anyway.
The game really needs to allow you to have both the infield and outfield in at the same time, since both strategies could be used in the same situation.
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#13 |
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All Star Reserve
Join Date: Mar 2002
Location: Monaca, PA
Posts: 829
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I wonder if these really do make a difference in OOTP. It is obvious in real baseball because you can see the play.
I wonder if it is just a simple modifier in OOTP. Play the "infield in" and the batter is maybe 20% more likely to get a hit and the runner is 90% less likely to score on a ground ball in the infield? Does anyone know how much a players chance of getting a hit increases with the "infield in" in real baseball? |
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#14 | |
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Hall Of Famer
Join Date: Apr 2002
Location: Ft Smith Ark. USA
Posts: 2,681
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making a difference
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#15 | |
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All Star Reserve
Join Date: Mar 2002
Location: Monaca, PA
Posts: 829
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Re: making a difference
Quote:
??? I was asking whether OOTP does a good job modeling this? Of course it is a significant part of real baseball. |
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#16 | |
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All Star Starter
Join Date: May 2002
Location: Phoenix, AZ
Posts: 1,763
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Quote:
He felt that a good line drive hitter significantly increased his chances of a base hit with the infield in. He felt that astro turf and fast turf infields also increased the chances of a hit since the ball can skid by very quickly. (Lou wasn't a big fan of astro turf) Gives the fielder less time to react was I think his basis. He didn't mention any number or percentage, just with this batter or on this field, not a good idea..... |
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#17 | |
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Hall Of Famer
Join Date: Dec 2001
Location: SF Area, California Total Posts: 531,691
Posts: 2,369
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Quote:
Guard lines: Allows the computer to hit singles where your fielders use to be. Corners in: Allows your 3b/1b to make more errors Infield in: Allows for more bloop singles Outfield in: Allows the computer to hit it over your head Hit and run: Allows the computer to K you then throw out your runner.
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#18 | |
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Hall Of Famer
Join Date: Dec 2001
Location: California
Posts: 3,493
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Quote:
Guarding Line: Pro - Decreases the chance of an extra base hit down the line. Con - Increases the chance of a single getting through the hole. General use is late in the game regardless of baserunners or not. (Someone mentioned it was used to keep a baserunner on 1st from scoring on an extra base hit, but it is also used when nobody is on to keep the batter from getting into scoring position.
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#19 | |
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Hall of Fame
Join Date: Dec 2001
Posts: 6,498
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Quote:
Working it the other way, 10 games a day across 6 years (OOTP V1 to V6) would be 21,900... probably still more than any of us have actually played
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#20 | |
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All Star Starter
Join Date: May 2002
Location: Phoenix, AZ
Posts: 1,763
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Quote:
Guard Line - WHEN: runner on second or quick runner on first, close or tie game, usually late innings. The focus is on preventing an extra base hit down the line. WHY: decreases the chance of a double down the line, scoring the tie or winning run (thinking a single won't score the run, a double will) WHY NOT: increases the chance of a single and decreases the chance of a double play. (If I remember correctly, Tommy Lasorda would have Ron Cey guard the line during the entire 8th and 9th innings, with no regard to runners or outs; thinking singles won't hurt us like doubles will.) Corners In - WHEN: you just know the batter is going to lay down a bunt. The focus being to field the ball as quickly as possible. WHY: increases the chance of throwing the batter out at first, particularly if the runner is quick to first or, with a slow runner on first to more easily get the out at second. WHY NOT: batter could swing away, knock it past a fielder and pick up a hit; also decreases the chance of a double play Infield In - WHEN: less than 2 outs, runner on third with the tie or winning run, late innings. The focus here is throwing out the lead runner at home (and possibly turning a double play then at first) or holding the runner on third and getting the out at first. WHY: increases the chance of throwing the runner out at home or keeping him at third if no force. WHY NOT: increases the chance of a sharply hit ball getting past a fielder for a hit and unless the bases are loaded, decreases the chance of a double play. If runner on first & second open, increases chance of runner stealing second (if good basestealer), since the play is behind the infielders. Outfield In - WHEN: less than 2 outs, runners in scoring position with the tie or winning run, late innings. The focus being conceding the deep fly ball which in any event would probably score a runner to get an out on something shallow. WHY: a fly ball out hit to deep outfield or any hit will score the runner. With the outfield in, the short fly out will prevent the runner on third from scoring and other runners advancing on the fly out. WHY NOT: increases the chance of a hit from a ball hit to deep outfield Hit & Run (or more accurately Run & Hit) - WHEN: less than 2 outs, runner on first, usually second open, but not always if third open. The focus is usually to reduce opportunities for the double play, but it can be for the runner to pick up an extra base on a hit. WHY: decreases the chance of a double play; if a hit, the runner can advance an extra base but mostly used to reduce double play opportunities and somewhat increase the gaps in the infield by getting the SS and/or 2B in motion towards second (thereby slightly increasing the chances for a hit through the gap). WHY NOT: if the batter doesn't make contact the runner could more easily be thrown out at second than with a straight steal. These are just my observations. I'm sure if you asked 100 ballplayers, fans or managers you'd get 100 variations....... There aren't any "rules" or "standard operating procedures". Some managers will never play the infield in or will use the hit&run with 2 outs or rarely use it at all. It all depends on one's managing style and the abilities of the players on the team. |
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