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"Green Light" feature
BMoseley07 suggested an option between "Don't Steal" and "Steal":
"I think there also should be some way to give a player the green light. So you don't always have to pick and then that player has to rely on it's intincts on when the best time to go is."
Should we add this for Baseball Mogul 2008. A simple option to give the runner the green light. In general it would increase the chance of a successful steal, because the runner would only go when he felt like he could get a good jump. But of course there would be the chance that he doesn't steal at all...
Clay
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Re: "Green Light" feature
I think it would be nice, but there are more inportant things to focus on. So really it depends on how long the programing takes to add this feature.
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Re: "Green Light" feature
If its a easy add-on sure, but I would honestly be content with 2k8 if the AI was improved and the rosters updated..no other changes.
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Re: "Green Light" feature
Quote:
Originally Posted by QHowes
If its a easy add-on sure, but I would honestly be content with 2k8 if the AI was improved and the rosters updated..no other changes.
I don't know if i would call it "easy," most likely there will be tons of bugs when the player is running too much when you give him the green light or he won't run enough. etc.
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Re: "Green Light" feature
Yea, but it should be in there.
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Re: "Green Light" feature
Voice of dissent on this one. I say nah! It would probably be a major hassle for you down the line.
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Re: "Green Light" feature
I like it, but the defense needs more anti-running game options too, most notably
pickoff throws (reduce chance of a steal attempt and % success, but perhaps
contributes to fatigue a bit and slightly increases chances of current batter
getting a hit).
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Re: "Green Light" feature
Maybe I'm missing something..In pbp mode, players don't attempt to steal unless you put the steal on. Would this option override the "steal" option that the manager puts on? Would this affect AI controlled teams?
In regards to steals, I found stealing way to easy on both sides so I reduced to -20 in steals and +20 in playes thrown out..seems more realistic now. Also, I find AI teams attempt to steal in unrealistic situations (down by 3 or more runs in late innings for example) and attempt to steal 3rd too often and in odd situations. So I have reserved my vote on this option at this time.
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Re: "Green Light" feature
[QUOTE=RAW;647948]In pbp mode, players don't attempt to steal unless you put the steal on.
Sorry Raw, I have to disagree with you...in pbp, I never click on the "steal" option - in my opinion, the "run and hit" option (note NOT"hit and run") is way better. In r&h, the batter never has to "take" a pitch (usually a precious "strike" against him, in my experience), and Rongar's rabbit, running on the first "ball" delivered is going to steal or not, depending on how inept is the opposing battery, or how ept is he.
An added benefit to "run and hit" is that, when it's on, should the batter actually score a hit, he tends to push the runner to an extra base or two, sometimes this little rabbit goes wiwiwi all the way home, depending upon his speed.
Yet another advantage is that r&h can avoid a double play, if the batter be a bucketfoot. I had a coupla guys that were always hitting into DP's until I inserted a rabbit in the lineup directly before each one, problem solved, the batter, alone, grounding out, the runner usually safe at 2nd.
Pbp-playing Folks, I have found "run and hit" to be a fun option, better imo than "steal" - try it, you may like it. Again I urge you not to confuse it with "Hit & Run" - different ballgame, entirely.
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Re: "Green Light" feature
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Originally Posted by
RAW
Maybe I'm missing something..In pbp mode, players don't attempt to steal unless you put the steal on. Would this option override the "steal" option that the manager puts on? Would this affect AI controlled teams?
It'd be another option just like "Steal." When you choose it, it's basically saying "Go when you think you can definitley make it." It's leaving the decision up to the base runner, rather than your call.
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Originally Posted by Rongar
Sorry Raw, I have to disagree with you...
What are you disagreeing with? He said that players don't steal unless you tell them to, which is true...
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Re: "Green Light" feature
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Originally Posted by
HoustonGM
It'd be another option just like "Steal." When you choose it, it's basically saying "Go when you think you can definitley make it." It's leaving the decision up to the base runner, rather than your call.
What are you disagreeing with? He said that players don't steal unless you tell them to, which is true...
My quarrel was with RAW's statement "In pbp mode, players don't attempt to steal unless you put the steal on"...to me, the implication is that clicking on the "steal" option is the only way to steal.
If I were a newby reading that, and took it as gospel, I might never discover the fun of using "run and hit"
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Re: "Green Light" feature
I voted yes but I would like if possible for the pitcher to reflect/simulate pickoffs as well
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Re: "Green Light" feature
I like that idea alot as it is more realistic and it limits the amount of chances a manager has to let fast baserunners steal as the AI would be dealing with it. Now I haven't completed a full season with the '80 Astros but some of them have some pretty high steal numbers already and they aren't getting on base that often so what would happen if they were ... they would have crazy steal numbers ... uhmmm I like the green light idea but of course it would be in the beta testing right ?
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Re: "Green Light" feature
absolutly!!! No if's ands or Butts (hehehe I said butts)
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Re: "Green Light" feature
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Originally Posted by
TheNamelessPoet
absolutly!!! No if's ands or Butts (hehehe I said butts)
twice does that mean twin buttocks then ?
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Re: "Green Light" feature
I answered yes, but like it seems most everyone else, it's a conditional yes. In my personal list of priorities for the game, it's way down on the list (somewhere around #200), so if it's going to cause any trouble or waste any time at all, don't bother. Also, I agree with what others are saying--if the "green light" feature is going to be added, then the flip side defensive scenarios should be added.
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Re: "Green Light" feature
Um. This topic is 3 years old.
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Re: "Green Light" feature
There seemed like a lot of support for this feature. I wonder why it was not implemented? One thing I really hate is when I decide I don't want to steal, having the runner picked off first. With a "green light" feature, I assume the chance of getting picked off would decrease sharply if you don't give the green light.
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Re: "Green Light" feature
Yeah...I think this would have been a good idea
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Re: "Green Light" feature
I like the idea of implementing something like this for simming and not PbP. Something to tell certain runners to steal bases more often.
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Re: "Green Light" feature
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Re: "Green Light" feature
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Originally Posted by
mr3856a
...when I choose to send a runner, I am substituting my judgment for his, which essentially neutralizes the decision making rating.
Excellent point
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Re: "Green Light" feature
I have no problem with this being added ONLY if you can turn it off in options or what have you. If I was just playing a game, and my runner just decided to steal and got thrown out, I would be seriously pissed. Likewise, I still want the option to send the runner manually whenever i see fit.
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Re: "Green Light" feature
"Green Light" would simply be an option, along with "Swing Away", "Steal Second", "Hit & Run", "Run & Hit". In effect the last three order the runner to go, the first tells him to stay, and "Green Light" says go if you like your chances.
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Re: "Green Light" feature
Sounds like a good addition then
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Re: "Green Light" feature
Agree that it would be a nice option and an option that actually uses the base running decision making of the runner a lot more (not to mention his steal tendency rating as well)
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Originally Posted by
Sanji Watsuki
I like the idea of implementing something like this for simming and not PbP. Something to tell certain runners to steal bases more often.
That doesn't make much sense. Just turn your "steal bases" team strategy up or down to adjust what happens in your sims. Or if you want it league wide, adjust it in the simulation settings (stolen bases +20% ie)
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Re: "Green Light" feature
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Originally Posted by
RocheBag
I have no problem with this being added ONLY if you can turn it off in options or what have you. If I was just playing a game, and my runner just decided to steal and got thrown out, I would be seriously pissed. Likewise, I still want the option to send the runner manually whenever i see fit.
however even on teams where the green light is never given, sometimes the player steals (or tries to) anyway.
The GM can't ALWAYS conrol the manager just as the manager can't ALWAYS control the players.
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Re: "Green Light" feature
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Originally Posted by
MrEvolution
however even on teams where the green light is never given, sometimes the player steals (or tries to) anyway.
The GM can't ALWAYS conrol the manager just as the manager can't ALWAYS control the players.
I don't think implementing players going against the will of their managers would be a very good idea.
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Re: "Green Light" feature
Well, when I call a hit & run, the batter often takes a fastball over the middle of the plate -- and as the manager, I can assure you that's against my will! But I agree, I would not like adding a green light feature and then also having players decide to steal on their own.
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Re: "Green Light" feature
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Originally Posted by
Lex Logan
Well, when I call a hit & run, the batter often takes a fastball over the middle of the plate -- and as the manager, I can assure you that's against my will! But I agree, I would not like adding a green light feature and then also having players decide to steal on their own.
The more I think about it, the more I think this feature is a big deal. Now base-running ability statistics actually mean something & you'd have to pick which runners to give the green light to. Its actually close to individual strategies people want in some ways for manager mode.
Its also more realistic. Most of the time the manager is not ordering a runner to steal unless its a hit and run or something...
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Re: "Green Light" feature
what about a send forced selection, and a steal the base option. If you select steal a base, if the runner doesn't get a good jump, he doesn't go. OOTP does it, makes it feel more realistic and you don't really get thrown out as often....because running instincts matter. Currently, in Mogul, there is no way Yadier would have as many stolen bases as he does in real life. Sure he is slow, but he is taking the base off the pitcher, who just isn't paying any attention to him.
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Re: "Green Light" feature
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Originally Posted by
Jeffy25
what about a send forced selection, and a steal the base option. If you select steal a base, if the runner doesn't get a good jump, he doesn't go. OOTP does it, makes it feel more realistic and you don't really get thrown out as often....because running instincts matter. Currently, in Mogul, there is no way Yadier would have as many stolen bases as he does in real life. Sure he is slow, but he is taking the base off the pitcher, who just isn't paying any attention to him.
Thats what this is, you're just renaming it:
* Steal 2nd is a forced steal
* Green Light is go if you get a good jump and
* Swing Away is stay put
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Re: "Green Light" feature
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Originally Posted by
Merlin401
Thats what this is, you're just renaming it:
* Steal 2nd is a forced steal
* Green Light is go if you get a good jump and
* Swing Away is stay put
This highlights a second issue. Whether the runner on first should run or not should be an independent decision from the Swing at Anything Close, Swing Away, Take a Pitch decision given to the batter. There should actually be two drop-down boxes, one for the runners, and one for the hitters.
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Re: "Green Light" feature
I'd be in favor of this as long as you added some sort of baserunning instinct stat for the very reason that there are some people that aren't particularly fast but know how to take advantage of catchers or pitchers, and there are even some people that are INCREDIBLY fast but they are relatively single-minded and easily picked off and will commit even with a bad jump.
Giving the green light just couldn't be an option to make stealing easy given that your base runner knows more about what is going on than you do. If there wasn't some difference in wisdom between batters, it would be far too easy to just make giving the green light the default option always with no risk and possible reward.
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Re: "Green Light" feature
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Originally Posted by
TheGreatMon
I'd be in favor of this as long as you added some sort of baserunning instinct stat for the very reason that there are some people that aren't particularly fast but know how to take advantage of catchers or pitchers, and there are even some people that are INCREDIBLY fast but they are relatively single-minded and easily picked off and will commit even with a bad jump.
Giving the green light just couldn't be an option to make stealing easy given that your base runner knows more about what is going on than you do. If there wasn't some difference in wisdom between batters, it would be far too easy to just make giving the green light the default option always with no risk and possible reward.
This seems like it is already included in the Base Stealing and Steal Tendency skill ratings. When you sim, a player with a high Steal Tendency will attempt a lot of steals, while one with a high Base Stealing should have a high success rate. Players like Albert Pujols should have a high Base Stealing and low Steal Tendency.
If you force steals in PBP mode on a player with a low Tendency, it should reduce his success rate. I think this basically happens in the game at present; the Green Light feature would simply substitute the player's judgment about when to steal.
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Re: "Green Light" feature
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Originally Posted by
Lex Logan
This seems like it is already included in the Base Stealing and Steal Tendency skill ratings. When you sim, a player with a high Steal Tendency will attempt a lot of steals, while one with a high Base Stealing should have a high success rate. Players like Albert Pujols should have a high Base Stealing and low Steal Tendency.
If you force steals in PBP mode on a player with a low Tendency, it should reduce his success rate. I think this basically happens in the game at present.
Uh uh. I have a guy with 95 speed, 94 base stealing and 93 steal tendency; in prior years when I just simmed without pbp, he was 40 for 42, 35 for 39, 24 for 25, 25 for 26, and 26 for 27, respectively. This year in PBP he's 23 for 34. It's complete crap. This idea has like 98% approval. It really needs to be implemented, because stealing in pbp blows.
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Re: "Green Light" feature