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Old 04-02-2007, 09:44 AM   #6
RonCo
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Join Date: Aug 2003
Posts: 10,351
Quote:
Originally Posted by Ksyrup View Post
What is the reason for the 35-man limit and why/how does it affect the game? In this particular case, these minor league teams had far short of even 25 players on their rosters when this happened.

It's not a huge deal, but perhaps the biggest issue is that they're eating the contract every time they sign and release the guy, right?
Personally, I would use greater than 25 limits to model the minors in OOTP today just because OOTP does not yet model minor league DLs (that's a 2008 feature, I'm fairly sure). Mechanically, I think the greater limits just provide a little more buffer for the game's AI to retain injured players.

The impact to the game is varied.

It certainly affects players retained when injured. It has had some influence on the sign-and-release in the past, and it will obviously affect draft-and-release (as it should...assume you have a 50-round draft, and only 10 open positions while using limts...a lot of guys will get drafted and released). Limits may have other influences when integrated with other algorithms. For example, the scouting algorithm ranks players ... the limits tell the AI how many they can keep, hence driving the trade and release algorithms...if scouting is "poor" on a star, you see him traded or released more often with limits than without. You can come up with lots of thought experiments to help determine how limits impact the game.
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