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Hey Lawn Loaf. I have no idea at what point feeder players, games, and history become cumbersome on the games performance. I just know that it definitely happens. There are things you can do the clean it up like deleting players that never made it to the majors. As for how many feeder teams create what number of players per draft class that will depend on how you set them up.
When I start a new game with feeders I use feeder players plus created players for the first few seasons drafts. Those first few seasons I have the player creation ages for the HS feeders set at 14-18 and college 18-21. After the 5th season I change the creation modifier to 14 & 18 respectively and set hard age limits. After the 10th season I have the draft pool from the feeders only. I always do a year by year sim for the first 20 seasons so all the statistical anomalies have worked themselves out. At this point each feeder team is graduating 6-10 players per season. So if you follow this pattern with 1500 teams your draft pool will be 9000 players per season on the low end. Assuming your ML teams are drafting 400 players per draft that is 8600 free agents per season on the low side. They will do things. Sign with indy leagues, sigh with college teams if their ages are right, sign and get released 3-4 times a day by ML organizations, etc. That is a lot of players the game is now keeping track of, scouting, signing and releasing over and over.
OOTP is a great game. It is as close to "real" as any sports game I've ever played. But it is a computer game that can only mimic reality so far. It performs best when you live in it's reality rather than asking it to operate in ours.
Last edited by Mr. Marlin; 12-15-2019 at 10:48 AM.
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