![]() I think it is good that you realize that draft class edits are essential to long term health of any franchise. I'm happy to help out and respond.Īs someone that has been developing a draft pick editing system since 2018, I have some questions about your ideas.įirst, what kind of results did you get from test sims on this? Let me know if y'all have any feedback or questions. Hopefully this all makes sense and is pretty easy to implement. This is by no means a necessity, more so just a suggested possibility that is up to user discretion To prevent long-term shortages of good OVR players at these positions, you can increase the batting and fielding attributes (not speed or stealing) of these position players by 3 points (increase of 3 overall) as long as it doesn't push a player passed one of the aforementioned thresholds. Additional adjustments: -Players at 1B/SS/CF/RF positions have a tendency to be underrated overall-wise due to how overalls are calculated in the game. a 22yo player has a potential of 94: 9 x 5 = 45 45/10 = 4.5 minus 4-5 potential from the player, whichever you feel better about) Simply take the first number of a players potential, multiply it by the reduction number, and then divide by 10 (e.g. To use this scale, use the player's age when drafted: -18-21yo: 3% reduction -If 80-81: make 79 Use the following scale to adjust potentials (only if potential is "B" of greater): Potentials adjustment: -Younger players should be able to hold on to their higher potentials, while older players should be a little more restricted. To use this scale, use the player's age when drafted: -<20yo: max overall of 60 current = 70 and target = 60 therefore the difference is 10) and minus that number from each one of the player's hitting/fielding (not speed or stealing) or /9 (and clutch, but not stamina) stats. To edit the overall, simply figure out the difference between the current overall and target overall (e.g. ![]() To control for the randomness, I use the following scale to put a cap on a player's overall based on his age. ![]() Overall adjustment: -One of the most annoying parts of the randomly generated prospects is getting players with MLB ready overalls (doubly so when that player is a teenager). Any prospect on a 1/1 year contract should be a newly drafted prospect (as all other prospects contracts automatically expire at the end of the season and won't be renewed yet when the off-season first starts) All you need to do is when you first enter the off-season, look at team rosters. You don't need any screenshots of the draft screen or the pick signings screen. Identifying newly drafted prospects: -So this is actually simpler than you think. I know Cycloniac has a spreadsheet that is associated with his TrueSim set, but it doesn't seem very streamlined so I wanted to come up with something that quick, simple, and gets you right back into the game. So because of that, I have developed my own little system for editing drafted prospects in Franchise. This combined with the randomness of overalls and potentials being assigned to in-game generated prospects does create some issues for long term stability of franchises. So one of the concerns in Franchise of using a custom roster that severely restricts potentials is that prospects from the base roster will be phased out by newly drafted prospects within a couple of seasons.
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