Quote:
Originally Posted by Syd Thrift
FWIW the game doesn't really do "every pitch mode"; it generates a result first, then gets to a semi-random count where the result happens (obviously you have to get to 3 balls for a walk and 2 strikes for a strikeout so it's not completely randomized - there may be some extra fitting in there, too, to account for the fact that averages are higher on 2-0 and 3-1 counts, for instance). This does mean that you can seriously cheese the game in one pitch mode if you aren't careful, particularly by taking until you get to 2 strikes. Otherwise with the strategies I'd recommend you try stealing only once or maybe twice at the most per count because I believe that's what the computer does. With bunting I've seen the computer do that multiple times per at-bat (with pitchers it will even bunt with 2 strikes and hit one foul for strike 3) so with that you can go crazy. The hit-and-run is probably also a once-per-trip thing, which, if you're trying to be immersive, you're probably waiting for 1-0 or 2-1 anyway.
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This... where's the thank you button?
errors are per pitch.. but nearly everything related to the RNG of the game causing results is per PA (or AB? not thinking too deply here, but the increment definitely not per pitch except for a few things, possibly just errors/balks). the seed for the 'hit or miss outcome' outcome doesn't change after it is created until next player up to bat.
basically if they get a good seed, they have a very high probability of a good hit. crash the game and restart over an dover and you see it. if they have a low seed, crash and restart the only positive outcome is when you get a fieldingn error, lol.