Some Franchise Gameplay Questions
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Re: Some Franchise Gameplay Questions
I don't know about madden or NBA, but the NHL games have a fantastic progression/regression system. I really wish every sports game would copy it.
It's stars and colours. Players have an overall star rating and star ratings for individual attributes out of five, which indicate how high scouts think the player will go. The colour of the stars indicate how sure the scouts are of that rating, or to put it another way, how risky of a rating it is.
Red is very unsure. Red prospects rarely if ever match their predictions (note: it is possible for them to go well past their ratings and become superstars, but very rare) red prospects also have the worst odds of having a long "prime" stage.
Yellow is mostly sure. If a yellow prospect has NHL level potential, odds are very good they will make it at some point.
Green is a lock. It is very, very rare, but it's a guarantee that they'll make that potential. A green prospect also has the best odds of a long prime.
White means they hit their prime. Their ratings may make small adjustments based on performance, but for the most part they are locked in.
Grey means regressing. It's mostly performance based, and can be recouped, but never past what prime was. It can happen very fast or very slowly based on performance.
You sometimes see the colours change up as a player approaches prime (red to yellow, yellow to green) but the system also allows for one season wonders and super risky stars.
NHL series actually has an amazing franchise mode. Too bad the on ice product is super arcadey and pales in comparison to the Show.
Sent from my Pixel 3 using Operation Sports mobile appLast edited by TheWarmWind; 02-28-2020, 12:10 AM.Comment
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Re: Some Franchise Gameplay Questions
I don't know about madden or NBA, but the NHL games have a fantastic progression/regression system. I really wish every sports game would copy it.
It's stars and colours. Players have an overall star rating and star ratings for individual attributes out of five, which indicate how high scores think the player will go. The colour of the stars indicate how sure the scouts are of that rating, or to put it another way, how risky of a rating it is.
Red is very unsure. Red prospects rarely if ever match their predictions (note: it is possible for them to go well past their ratings and become superstars, but very rare) red prospects also have the worst odds of having a long "prime" stage.
Yellow is mostly sure. If a yellow prospect has NHL level potential, odds are very good they will make it at some point.
Green is a lock. It is very, very rare, but it's a guarantee that they'll make that potential. A green prospect also has the best odds of a long prime.
White means they hit their prime. Their ratings may make small adjustments based on performance, but for the most part they are locked in.
Grey means regressing. It's mostly performance based, and can be recouped, but never past what prime was. It can happen very fast or very slowly based on performance.
You sometimes see the colours change up as a player approaches prime (red to yellow, yellow to green) but the system also allows for one season wonders and super risky stars.
NHL serious actually had an amazing franchise mode. Too bad the on ice product is super arcadey and pales in comparison to the Show.
Sent from my Pixel 3 using Operation Sports mobile app
That sounds excellent to be honest
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Re: Some Franchise Gameplay Questions
How do you know this isn't happening? When players are scouted you see their rating and potential broken down by category -- it may just be hidden for active players. I haven't see Miguel Cabrera become a base stealer in any of my franchises...
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Re: Some Franchise Gameplay Questions
maybe I'm wrong but I dont think speed or aggression increases, only regresses? so you the only players you should see become prolific at stealing would be players that already had highish speed and aggression. and the reason they would steal more bases would be their hitting attributes increase, putting them on base more, w/more opportunity to get those steals. anyway I just haven't seen anything to suggest players have a hidden, separate offence and defence potential. take somebody like a young Ozzie Smith for instance. his A potential should be more defensively (even though he did get better offensively as he got older) and not be progressing so much he's hitting .330 with 20 homers by the time he's 28-29-30 years oldOSFM23 - Building Better Baseball - OSFM23
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Re: Some Franchise Gameplay Questions
Here are a few things that I do in my franchises that tend to work well:
1) I almost never draft anyone older than 20. Expecting the older ones to develop into much of anything is just wishful thinking most of the time, and if they do, they'll be in their mid 20s before they can be solid players at the MLB level. To me, that's just worthless.
The exception is with high velocity relief pitchers, because I can often bring them to MLB really quickly and use them in the pen.
2) I generally don't bring any prospects to AA if they're below about 65 OVR. Before then, I keep them in A, and they seem to develop better that way, as there aren't any real sim stats. Now that doesn't mean that I don't have any players on my AA team below that level, but those guys are generally just filler, and not ones I expect to use at MLB.
3) As others have said, I'm very particular with how I set my lineups at AA and AAA. I never trust the CPU to set it up, but rather put all of my best prospects in the first five slots in the order to maximize their at bats and chances.
4) Even if they're numerically better players based on OVR than other guys, I never promote 18 and 19 year olds to AAA. I just let them feast on lower competition and boost their stats, which in turn boosts their development. Then if they're an excellent prospect who's doing well, I'll put them at AAA for a year, and then if they do well there, bring them to MLB at 21 or so.Anyone who claims to be a fan of two teams in the same pro sport is actually a fan of none.Comment
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Re: Some Franchise Gameplay Questions
Here are a few things that I do in my franchises that tend to work well:
1) I almost never draft anyone older than 20. Expecting the older ones to develop into much of anything is just wishful thinking most of the time, and if they do, they'll be in their mid 20s before they can be solid players at the MLB level. To me, that's just worthless.
The exception is with high velocity relief pitchers, because I can often bring them to MLB really quickly and use them in the pen.
2) I generally don't bring any prospects to AA if they're below about 65 OVR. Before then, I keep them in A, and they seem to develop better that way, as there aren't any real sim stats. Now that doesn't mean that I don't have any players on my AA team below that level, but those guys are generally just filler, and not ones I expect to use at MLB.
3) As others have said, I'm very particular with how I set my lineups at AA and AAA. I never trust the CPU to set it up, but rather put all of my best prospects in the first five slots in the order to maximize their at bats and chances.
4) Even if they're numerically better players based on OVR than other guys, I never promote 18 and 19 year olds to AAA. I just let them feast on lower competition and boost their stats, which in turn boosts their development. Then if they're an excellent prospect who's doing well, I'll put them at AAA for a year, and then if they do well there, bring them to MLB at 21 or so.
And I draft 18 and 19 year olds, unless they are are coming out in the 70's but usually those guys have C potential or worse. Those guys I may put in AA hope that they rack up stats and get potential boost.
Yeah it is so odd that all the teams are significantly better after 4 or 5 years, but most of the drafted prospects are terrible. I have to wonder how much of that has to do with OSFM rosters and if full minors this year fixes that.
As far as the Soto, Griffey, Harper types. Those guys are only every 5 years or so probably have to go in and manually make the number 1 draft pick a young guy with high potential and start him out with high attributes.Comment
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Re: Some Franchise Gameplay Questions
So question for someone familiar with progression. if you were to draft an 18 yr old with 15 per versus L & R.. Does he have the potential to develop into a power hitter or hes he always going to be someone with low power?Comment
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Re: Some Franchise Gameplay Questions
So if you get lucky and he has a bunch of good power years and he averages 6 power increase a year, he will increase 30 in 5 years. Likely closer to 20-25. So that 15 is now a 40 if you are lucky. Not bad but he is not a power hitter by any means.
This is why I actually spend a lot of time decreasing ages and editing drafted prospects. It makes long term progression much better.Last edited by Funkycorm; 03-02-2020, 04:35 PM.Funkycorm
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Re: Some Franchise Gameplay Questions
is he an A potential? its probably not likely if he's a C or D potential, unless you play his MiLB AB's and really play well with him. it would also help if he already had decent (for a teen-ager) contact vision discipline & clutch. he doesn't need to be good at all 4 (again, for a teen-ager) but it helps to have a head start in a couple of themOSFM23 - Building Better Baseball - OSFM23
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