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OOTP 23 - Historical Simulations Discuss historical simulations and their results in this forum.

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Old 04-12-2023, 12:11 AM   #1
Brad K
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Adjusting the injury setting over time

Should the injury rate be set to low in the 50s and 60s and then as a save advances be set to normal (OOTP classic) and finally high (modern day)?
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Old 04-12-2023, 03:26 AM   #2
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Should the injury rate be set to low in the 50s and 60s and then as a save advances be set to normal (OOTP classic) and finally high (modern day)?
Yeah, it's a tough one BK. The addition of the short- v long-term setting from v23 onward makes this a hell of a lot simpler. You just move the short-term setting up and keep the long-term one towards the low end, is how I use it. But 22 and before doesn't have this, so I have chosen to err on the side of caution and keep it lower than it perhaps realistically should be. At 1961 in the Bucs save, it is set to low. When I shift to v24, I'll change that to Normal for S/T and low for L/T, then move it up for S/T at some point.

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Old 04-12-2023, 07:58 AM   #3
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What would be nice is for "Normal" to mean "for the era". That is essentially what OOTP does with the strategy settings when it imports norms for the year on how fast to pull SPs etc.
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Old 04-12-2023, 08:14 AM   #4
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What would be nice is for "Normal" to mean "for the era". That is essentially what OOTP does with the strategy settings when it imports norms for the year on how fast to pull SPs etc.
Well, I think every step up in settings can be seen as representing subsequent eras, really. It's where the transition points are that is the question. Throw in the position player fatigue settings with the S/T and L/T options and I think this part of the game works really well now.
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Old 04-13-2023, 07:02 PM   #5
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I'm not so certain there isn't an adjustment of the injury rate depending on the year in addition to the setting. Completely anecdotal but I'm looking at a 60s save with full minors and there seem to be a lot fewer injuries than what I've come to expect in the Pirates Moneyball save in later years. The actual number of injuries seems somewhat lower but there's a major difference in the number of players per team who could be injured. Pirates Moneyball is with two levels of minors and only players who appeared in MLB. The 60s save is full minors thus a lot more players.
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Old 04-13-2023, 07:24 PM   #6
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I'm not so certain there isn't an adjustment of the injury rate depending on the year in addition to the setting. Completely anecdotal but I'm looking at a 60s save with full minors and there seem to be a lot fewer injuries than what I've come to expect in the Pirates Moneyball save in later years. The actual number of injuries seems somewhat lower but there's a major difference in the number of players per team who could be injured. Pirates Moneyball is with two levels of minors and only players who appeared in MLB. The 60s save is full minors thus a lot more players.
I have so little experience with HM that I am loath to comment. It certainly isn't outside the realms of possibility that their being invoked alters the overall incidence of player injuries.
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Old 04-13-2023, 07:48 PM   #7
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I have so little experience with HM that I am loath to comment. It certainly isn't outside the realms of possibility that their being invoked alters the overall incidence of player injuries.
My experience is near zero.

However in Pirates Moneyball I learned to stock up AAA with backup players. By the 70s I like to start the season with three backup SPs two stars or better, either in the bullpen or AAA. I also get several veteran no hit play anywhere IFs and a couple no hit CFs.
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