1.20 double-header Health (Full Version)

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Amaroq -> 1.20 double-header Health (12/7/2006 11:59:09 PM)

In my 1.20 career game, where I'm managing every game, I had a long stretch of games punctuated by a double-header on the last day before an off day.

Needless to say, my entire roster was fatigued to the point that I had trouble fielding anybody at all who wasn't "Fair" or lower for the first game.

I spent a good amount of time working out lineups for the two games, intending to start 8 guys in game one, and rest 7; then switch, starting the 7 fresh guys in game 2 using only my 'freshest' outfielder in both games.

To my surprise and disappointment, after the first game nearly everybody on my lineup was in "Excellent" or "Very Good" condition.

This seems to imply that the 'Recovery' portion of the 'Condition' algorithm is done at the end of each game.

That might be appropriate for the 'Cost' portion, but I'd like to see the 'Recovery' portion actually performed at day's end.

(See the 1.41 Health thread for my ideas on the 'Cost' portion - I'd like to see that on a per-inning basis.)

(It might also be nice to have the ability to stop simulation on a day that has no games on it.)




KG Erwin -> RE: 1.20 double-header Health (12/8/2006 12:34:08 AM)

I've wondered about this, too. Given that double-headers were commonplace "way back when", the implication is that old-time players were either (1) just tougher than today's pampered superstars [;)] OR (2) were expected to show up for work despite fatigue and a few aches & pains.

For the reserve clause era, I'd think that point 2 was the overriding concern.

Player, grimacing: "Sure, I'm <grunts> ready to play."




Amaroq -> RE: 1.20 double-header Health (12/8/2006 3:07:33 AM)

Oh no, that bit makes sense [:D] - but the healing between games means that isn't actually what's happening, in-game.




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