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Originally Posted by Eckstein 4 Prez
Yeah, good point. I'd still like to play that physics-based game someday though. Also, I think you can still make it work similarly even with an outcome-based engine, right? Like, you send a guy to work on his launch angle or spin rate or whatever, and he comes back with that outcome having improved. It's not perfect but it's a way to make it feel more like a modern analytics-based approach.
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If I'm understanding you, that's basically what the player development lab is right now. You send a guy to go "work on bat speed" and the little write up talks about how his coaches are going to use extra BP time and video review and strength-training and whatever to help him swing the bat a little harder. But he has no "bat speed" attribute that is going to change. He has a "HR power" attribute that changes, so now he'll hit more home runs that the game will backfill with higher exit velocities because we know that, in general, home runs have higher exit velocities.
It's all cosmetic. We could derive a stat called "bat speed" from a player's power ratings, but we're just representing "how likely a player is to hit a home run against average competition in a neutral environment" with a different number. We could then say that we send him to the lab to work on "bat speed" and then change his "bat speed" attribute which in turn changes his "HR power" attribute, but it's still just all cosmetic because "HR power" is what has to drive everything in the engine. It's just some extra steps, and extra steps are an invitation for unexpected bugs.