There are instances where a player may take something off their swing, just a little bit, in order to make contact and advance a runner, I'll concede that, but that is such a minor nuance that until the system is at least perfected in the most basic of senses that we shouldn't even be concerned over such things.
The bottom line is, as long as the difficulty is good, its fun, it looks realistic and produces realistic results it will be a good hitting engine. I think this is the best possible way to go about making a non-cursor hitting engine. Take some of the focus off all the pre-swing requirements, make it about focusing on timing and what pitch to hit. Its tough enough for an engine to produce realistic pitch counts, walk and strikeout rates when you have the user not only worrying about if the pitch is a strike or not, but which of 9 zones is it going to land in and then on top of all of that getting the timing right. Instead, pull out all that junk, make the timing the most important thing (up the difficulty if necessary), fully analog and make the only other thing the user has to worry about is if it is a strike or not. Let the power be based solely on pitch location and attributes.
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