Quote:
Originally Posted by Afino
But I have to ask - why is it an issue if RP's pitch "too long"? OOTP doesn't model RP's endurance correctly as it is (for example, if a RP pitches 2 days in a row, he will be "tired" for sometimes 3-4 days after that, which creates even MORE AI problems. Somewhat unrealistic.) I've actually found it better that RP's can pitch longer and more often under "High" or "Very High" endurance, IME.
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First: There is no evidence that I could see in looking at game after game in a real season, to suspect that relief pitcher endurance in OOTP is a systematic problem. Keep in mind that OOTP can easily mis-rate a specific pitcher for endurance. From time-to-time, I've modified pitchers for this. I think this is a better solution unless you are sure that OOTP has a systemic problem.
Second: If you modify pinch-hitting for pitchers as I recommend (which is essential to get realistic CG frequency), and at the same time increase endurance for all pitchers, you may get relief pitchers lasting longer in games than they typically did. IRL, once a manager got into the bullpen, he was also much quicker to pull an RP for a PH. You can't model this behavior in OOTP given the available tools. You can increase "hooking" RP frequency, but that's not exactly the same thing, because it depends on the opponent doing something (e.g., scoring runs) to trigger the hook.
On a related note: RP stats for this era can be misleading, because for many RPs, a lot of their IP were gained when they filled in as starters. If you take that into account, OOTP's endurance modeling seems pretty reasonable, at least to me eye.