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Old 01-12-2024, 03:49 AM   #1
Sharkn20
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Development

Is it fair to assume that having for example 60 players in one level of your minor teams is detrimental in comparison to have 30 players, as training will be more "spread out" due to the number of coaches? Or it doesn't really matter?

Is development tied to playtime? So from those 60 players the ones playing will be the ones developing better?

Thanks!
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Old 01-12-2024, 01:41 PM   #2
Pdubya64
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To your first question, Yes- to a certain degree. At some point I believe having too many players at a level is counterproductive. However, doing something about it means taking on a lot of initial and follow-up work yourself in order to separate the wheat from the chaff on a team.

To answer your second question, Yes. This is one reason you may want to go through the roster, find the best prospects and figure out what position you want to develop them at and use the position lock so the coaches have to start them there.

Lots of OOTP players leave the lower minors alone and let the game manage it. Up to you how invested you want to be as GM or GM/Mgr.
I would hang around to get some more opinions on this as we have a lot of "old heads" here who have gone through this situation countless times.
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Old 01-12-2024, 04:51 PM   #3
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I believe your assumptions are correct on playing time helping development. I don't think having 60 players hurts the development of the players that are actually playing.

The only roster I run over 30 players is rookie ball with the rest running at 30 players for a small cushion. It's not unusual for me to have 40ish players at R level as I try to give them 3 seasons to see where they go. Having said that I do cut out the 20/20 guys if the roster is getting too big.

While my other minor league clubs run at 30 players I also use ghost players to fill in and cut down on micromanagement. So while I have a limit of 30 players on a team it's not unusual for me to have a roster running at 25ish. The least amount of players I will have is 10 pitchers and 12 batters for a total of 22 and let ghosts play if needed.

Also there is a setting to tell your coaches to use players based on potential rather than current ability. I always turn this on and have my minor league managers playing the guys with potential. In the case of a large roster this should at least make sure the right guys are seeing the field.
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Old 01-12-2024, 05:58 PM   #4
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It doesn't quite work the same way as in Football Manager. In FM, coaches have a workload and their effectiveness decreases the more they are spread out. In OOTP, coaches do not have workloads, therefore their effectiveness will not decrease.

However, as others mentioned, if players are not playing, they won't develop. For that reason, you want to keep tidy rosters.
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Old 01-13-2024, 12:59 AM   #5
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To add to this, make sure roster and service time limits are set for all levels. Keeping your own roster tidy and all that helps, but if the AI is keeping 26 year olds with 6 years of pro service at A ball and killing your minor league teams, development will be crushed anyways.
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Old 01-13-2024, 02:20 PM   #6
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Quote:
Originally Posted by itsmb8 View Post
To add to this, make sure roster and service time limits are set for all levels. Keeping your own roster tidy and all that helps, but if the AI is keeping 26 year olds with 6 years of pro service at A ball and killing your minor league teams, development will be crushed anyways.
That always causes more problems than it fixes in my opinion. The AI simply doesn’t handle minor league limits well
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Old 01-13-2024, 02:38 PM   #7
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I wound up adding age limits for AA and lower as well. This helps to counteract the AI’s habit of stashing guy who are way too old for their league.
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Old 01-13-2024, 03:37 PM   #8
Sharkn20
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Thank You to all of you, that was really helpful
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Old 01-20-2024, 10:47 AM   #9
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What service time and age limits do you folks use for your various levels? I see where/how to set them, but haven’t really used them.
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