View Full Version : Spring Training/Mini Games
Trevytrev11
March 28th, 2006, 11:56 AM
I was thinking that they could implement a system kind of like Maddens (the one feature I really like in the game) in which during the off season you can have players compete/train in little mini games to give a boost to specific ratings or help them develop another part of their game. It could be anything from learning a new pich to increasing a players speed to uncreasing their contact rating.
I think this would be both a fun and challenging way to improve your players.
I'll start with a few of the examples I came up with and maybe you guys can come up with some other ideas (the attribute you are trying to add/improve and the game that could be used).
I think the best way to do it would be to assign a certain number of points to a team (say 30) and have each event is worth a point (or possibly some events are worth more than others). Finally, maybe you can spend a max of 5 points on any one player. I think you would have to put in these types of rules or players would be able to develop too fast over one season.
Example 1: Adding a new pitch/Improving an existing pitch:
-First off you chose a pitcher and are asked if you would like to add a new pitch or improve an existing pitch. If you are adding a pitch, you will be given a list of pitches that your pitcher doesn't throw and you can choose one. If you are improving a pitch, you will be asked which of his current pitches you would like to throw.
After that, you get to choose how you want the pitch to react. (For example, say I'm Rich Harden and I want to start throwing a curveball. I will be asked if I want it to be a big, slow curve, an average curve or a hard "power curve". Then I will be asked what kind of break I'm looking for. Do I want an over the top 12-6 curve or maybe something with a little tilt to it-say 1-7).
After this (which would just involve hitting a few buttons), you head out to the bullpen with your pitching coach.
There are three rounds to this game and all are done from the behind the pitcher view.
Round 1: You get 5-10 pitches to judge the effectiveness (in this case break) of the pitch.
Round 2:You get another 10 pitches (or more) The strike zone is broken up into nine numbered sections. Your pitching coach will call out a number and you have to throw the pitch so it lands in that zone. (With the new pitching system, this could be somewhat difficult as you will have to aim the pitch in the proper spot to get it to land in the correct zone. To add some pressure on the user-maybe a time limit per pitch of a few seconds could be used.
Round 3: You get another 10 pitches (or more). There is now a hitter standing in (a new hitter for each pitch)and your pitching coach will now tell you what you the count is (a new count for each pitch) and what you are trying to to with the pitch.
Ex:
Pitch 1: The count is 0-0- you just need to throw the pitch for a strike.
Pitch 2: The count is 2-2-you can't be too fine with the pitch, we need a strike but it can't be over the middle of the plate.
Pitch 3: The count is 0-2-We need this pitch to be down and away-out of the strike zone.
Pitch 4: The count is 0-1 -A back door curve ball to this lefty
etc, etc.
At the end your score would be calculated from the 2nd and 3rd rounds.
say 40%-round 2 and 60%-round 3 (or whatever). That score would be used to calculate how many points you can add to your rating/new pitch, etc.
90-100-5
81-90-4
71-80-3
61-70-2
51-60-0
(again or whatever works best).
Maybe like Madden, if you passed you could choose to go to a higher level where all of the zones would be smaller.
***If you wanted to improve your overall accuracy-maybe it would be the same mini-game, but you would use all of your pitches insteaed of just one.
Anyways, just a thought. Let me know what you think or what guys can come up with.
When I get some time, I'll try and post some more.
Trevytrev11
March 28th, 2006, 01:51 PM
Improve Throwing strength for fielders/Velocity for pitchers:
Basically a game of long toss.
This mini game is meter driven.
You hit the throw button to start the meter-this has your player go into a crow hop. As he moves forward, the meter fills up. The farther it moves up, the more power you will get on your throw. Tap the throw button again to stop the meter. This sends the meter back in the opposite direction (the higher up the meter you go the faster it returns). As it returns there will be another target section that you must land in to make an accurate throw. The farther away from your partner you are, the smaller the target and the more difficult it will be to hit the target.
By landing /in the target area, this pitcher throws the ball at the optimum angle to hit his partner, by stopping the meter to early, the thrower will release the ball with too much height under it causing it to land short. Too late results in him holding the ball too long and throwing it into the ground.
You start 100' away from your partner.
Each time you hit your partner, you scoot 10' farther.
The first time you miss from an area you get another throw
Each additional miss puts you closer 10'.
You get 20 throws-a perfect round would push you 300' apart.
100-200: 0 pts
201-220: 1 pt
221-240: 2 pts
241-260: 3 pts
261-280: 4 pts
281-300: 5 pts
Depending on your pitchers initial rating, the numbers could be changed. Maybe a guy that throws 82 would be able to add a max of 5 pts, but a pitcher that throws 95 would be able to add a max of 1 or 2 pts.
Trevytrev11
March 28th, 2006, 02:57 PM
Steal/baserunning jumps:
You control a runner at first base with the camera behind the runner. The pitcher will randomly pitch the ball or throw a pick off throw to first.
If he goes to the plate, you have to steal
If he throws to first, you have to get back
You have only a split second to make the choice-if you either delay or make the wrong choice, you lose a point for that attempt.
You get a total of 10 attempts.
10/10-5 pts
9/10-4 pts
8/10-3 pts
7/10-2pts
6/10-1 pt
5-0-0 pts.
esmeet
March 28th, 2006, 07:26 PM
I like your thinking...I think this would be one thing that would really improve the long-term replay value of the Franchise modes. Spring Training in baseball is just as important and popular (if not more so) as Training Camp is for football.
In addition to working on pitching, throwing, and baserunning, they could have a batting practice mode (or soft toss) to improve contact, power, and situational hitting. They could put you in a "game" situation and have you bunt, hit-and-run, hit for power, hit to areas on the field, etc. By playing the different drills, you could work on attributes like power, contact, bunting, etc.
The other mode I think would be useful would be some sort of defensive drill to improve range, hands (fielding), and throwing. I'm not sure how the interface would work, but you could basically take infield practice and work on balls in the hole or up the middle (for middle infielders' range). I'm sure they could create something that would be entertaining and playable that would not only make the game more fun to play, but it would add more realism and player control over the Franchise mode from year to year.
Trevytrev11
March 28th, 2006, 07:39 PM
For a "range" drill, they could do something similar to Madden's receiving drill.
Basically, you have a fielder and then they hit balls to random locations. As soon as you run to one spot and catch a ball, they hit another about as far as possible while still giving you a chance to catch it.
So say your a center fielder-you start in dead center-they hit a ball to deep right center-you run full speed and track it down. Now your in deep-right center and they hit a ball to shallow center-you have to change your momentun turn around and sprint to shallow center, then you catch that and they may hit one to deep left center or where ever.
You could do something similar for an infielder by hitting balls to each side, hit slow rollers and high choppers, etc. Something that constantly has the fieler moving from side to side and in and out.
I think it would be awsome if they instituted some kind of fielding system where the user had to ccontol the "catch" by pressing a button. This would open up so many more opportunities.
worldserieschamps05
March 28th, 2006, 08:34 PM
cool ideas. only do it for spring training not during the season though. i liked the bullpen and pitching coach additions too. im always wanting new things added like clubhouses etc. maybe pick like one player invited to spring training and only ahve them improve. cool.
baandje
March 29th, 2006, 03:39 AM
Good ideas. Realistically though, how many gamers are interested in drills? And that’s an important and real question game developers more than likely ask themselves. Because no doubt most people simply want to play the game, and I’m sure that’s why 2K focused on adding new “playing the game” features rather than fixing the “watching the game” things like batter and pitcher animations. Also, for the amount of programming it would take to implement all your suggestions, most people would probably prefer they spend the time overhauling the animations, or rewriting the game code.
IMO, rather than drills, incorporate a MUCH more intelligent and intricate “in-game” system for player conditioning and progression. The WE soccer series has three determiners: game fatigue, accumulative fatigue, and pregame “condition”.
Now those to me are much more realistic; certainly more realistic than some stupid, inane “morale” system. Really, are these guys athletes, or emotionally-torn Oprah guests?
A WE-type system would also get people using their bench players properly – if a player’s ability to perform is dependent on his game-day condition, along with how much in-game experience he’s getting as the season progresses. And it’s here I think most gamers probably don’t play the game realistically, because they’re not forced to. For example, how many gamers EVER sit their best players down? My guess is hardly anybody, and that’s the sort of arcade game setup stuff I’d prefer to see them work to eliminate.
Trevytrev11
March 29th, 2006, 06:57 AM
Good ideas. Realistically though, how many gamers are interested in drills? And that’s an important and real question game developers more than likely ask themselves. Because no doubt most people simply want to play the game, and I’m sure that’s why 2K focused on adding new “playing the game” features rather than fixing the “watching the game” things like batter and pitcher animations. Also, for the amount of programming it would take to implement all your suggestions, most people would probably prefer they spend the time overhauling the animations, or rewriting the game code.
IMO, rather than drills, incorporate a MUCH more intelligent and intricate “in-game” system for player conditioning and progression. The WE soccer series has three determiners: game fatigue, accumulative fatigue, and pregame “condition”.
Now those to me are much more realistic; certainly more realistic than some stupid, inane “morale” system. Really, are these guys athletes, or emotionally-torn Oprah guests?
A WE-type system would also get people using their bench players properly – if a player’s ability to perform is dependent on his game-day condition, along with how much in-game experience he’s getting as the season progresses. And it’s here I think most gamers probably don’t play the game realistically, because they’re not forced to. For example, how many gamers EVER sit their best players down? My guess is hardly anybody, and that’s the sort of arcade game setup stuff I’d prefer to see them work to eliminate.
I agree completely, but this is more of a 5 year down the road idea. If you've read any of my posts, I want them to "fix the **** out of the gameplay" before they do anything else, let alone somehting of this magnitude.
While I know most people want to play the actual game, I think it would break up a little of the monotony in the off season and of course, the user would always have the option to let the computer simulate the results.
Being that Madden is my only option for an NFL game these days, I do appreciate thier mini camps both in my franchise and out of it.
I do agree with your need for a realistic fatigue measurement as long as they did it right. I don't want my franchise SS needing a day off every 8 games when a healthy, in his prime, all-star caliber player will play around 155 games a year. Where as an older Vet-like a Bonds or Alou will probably only play around 130 games or so and is more prone to injuries.
Also how do you account for players like Ripken or Tejada who go hundres or thousands of games in a row w/out a break?
If they can find a system for this, I'd be for it.
But I also think you have to look at WE, a soccer game much differently than a baseball game. In baseball, unless you are a pitcher, there is not a lot of in-game fatigue that is experienced by a player. You spend probably about 90% of the time either standing still or sitting down. It's a very slow game with sudden bursts of action unlike soccer where you are constantly on the move-often at full speed. Also, in baseball, but unlikely in another sport, a player will be given a day off to break up a slump-not necesarrily because he is tired or injuured.
But I still think that at leat in respect to video games, most gamers would want more control over a players progression than letting the computer randomly assign an an increase or a decrease and that is the reason for my idea of some kind of user controlled mini-game(s).
baandje
March 29th, 2006, 07:26 AM
But I still think that at leat in respect to video games, most gamers would want more control over a players progression than letting the computer randomly assign an an increase or a decrease and that is the reason for my idea of some kind of user controlled mini-game(s).
That's a good point. On the other hand, how a player turns out in real life is a pretty random thing. Guys with lots of potential never become stars, and less-talanted players end up staying in the majors for years, for any of several reasons, including playing for a team that can utilitize their particular talents. A great example might be the Yankees. How many guys coming up through their system get a chance to really play? Is Bubba Crosby that bad, or did NY just have Bernie Williams etc all those years? So lots of intangables there.
Personally, I think random potential is probably the best system. That, and something that combines potential with managerial decisions, such as how much playing time you give a guy, plus whether you're resting him properly or over-using him.
Trevytrev11
March 29th, 2006, 08:36 AM
Very True-every player responds differently through out the course of a season and through out the course of a carreer.
Like you said, some of that may be due to a lack of opportunity or just a genetic make up-some guys have all the potential in the world, but are head cases or have weak bodies or what not.
While I think the game should be as much of a simulation as possible, it can't predict the future-so whether it wants to randomly give give Martk Loretta a power boost in the off season or I want to work on his range at second base-both may be wrong, but perosnally, since it would be my team, I'd rather have the control.
If I decide I want to GM the A's, which is what will happen-I may want players to buy into my teams philosophy of being patient at the plate and on the bases, playing solid defense and have a young solid pitching staff. Now if the computer wants to randonly increase my team speed-I don't think that would accurately reflect the organizational approach-where as we would be more inclined to work on patience, or situational hitting or defense or what not.
It's kind of like having user initiated trades-a user may not do what would accurately reflect what would happen in the MLB, but it is likely (and proven in previous baseball games) that the computer won't either. My preferance is to have me control this instead of the computer. I think a tru-simulation style gamer, would be able to better regulate this than the computer and I think it also would give more freedom for those that like to do crazy things.
___The way I had it figured is that each player may have a cap of how much they can improve in a category either in between a season or for their career. So all of a sudden your not going to turn David Ortiz into a stolen base threat becasue maybe the max you can boost his speed is 1 pt over the course of a season or maybe he has a current rating of 30 and has a possible max of 36. This would kind of govern people from making unrealistic decision in a player over the course of a season. These numbers could also be goverened by their age and their past numbers or something.
If you can't tell, I'm kind of coming up with these ideas as I go, nothing has been really thought out.
baandje
March 29th, 2006, 09:30 AM
The way I had it figured is that each player may have a cap of how much they can improve in a category either in between a season or for their career. So all of a sudden your not going to turn David Ortiz into a stolen base threat becasue maybe the max you can boost his speed is 1 pt over the course of a season or maybe he has a current rating of 30 and has a possible max of 36. This would kind of govern people from making unrealistic decision in a player over the course of a season.
Actually, that’s an interesting idea, because different players should have different progression potentials. Not everyone should have the potential to progress into a HR hitter, and not everyone should have the potential to become a great base stealer. So how about a several random potentials for each player in different categories? So it becomes up to you the manager to keep tabs on which aspects of a player’s game appear to be improving, and then help the player develop those specific skills through drills or game experience?
Example: The new Clutch rating in the game is great, but it’s pretty static when you think about it. A player’s Clutch rating in 2K6 will stay the same, year after year. That’s pretty dull, and it’s not realistic.
But what if the Clutch rating was one of those variable “potentials”. So you start the season, knowing each player’s current Clutch rating, but not knowing which players have a greater potential to have that Clutch rating improve. So the only way to find out is by getting players into game situations where they have a chance to hit in the clutch. Then your job as a manager is to spot players who appear to be responding to those Clutch situations, and to give them more opportunities to develop their skills and potential in that area.
Seems to me that would give you a sense of really managing: making decisions that could help develop a player’s career, or even break a career if you fail to recognize a player’s particular potentials.
Trevytrev11
March 29th, 2006, 11:04 AM
The way I visualize this is that you take any player, whether he is a rookie or in his 12th year and you look at his ratings.
For each category, he has an actual number specific rating and then a more generalized potential rating, because lets face it-there are guys every year who are the "next big thing" that for whatever reason fizzle out. Rick Ankiel comes to mind-the guy was going to be this amazing pitcher, but had control problems that he couldn't overcome and it just never worked out for him. On the other hand, there are guys that come up through the minors who obviously are never going to produce the tools to be an all-star caliber player, but may have a solid major league career. He may excel at some things, but for whatever reason isn't the complete all-star player.
Take a guy like Alfonso Soriano who probably is going to hit 30-40 HR's, strike out about 120 times and hit somewhere between .280 and .300. Defensively (even at second base) he is some what of a liability and will make about 20 errors a year.
When you look at his ratings you may see something like this:
**Power
Actual: 85
Potential: Mid to High 80's
**Contact
Actual: 43
Potential: Low to Mid 60's
**Fielding:
Actual 50
Potential: Mid 50's
With something like this, you could see what tools the player posses and where he can improve-if he can improve any more. You can look at Soriano and see that he likely isn't going to gain much power, but he can cut down on his strike outs-so in the off season-that might be what you have him work on. But if you are determined to get the max power out of him, you can still work on that.
Ideally, after a few years in the MLB, he begins to approach his potential numbers.
Maybe the coaching staff you hire could have some sort of effect on his potential rating.
If you add a pitching coach like Leo Mazzone, maybe everyones control and pitch effectiveness potentials jumpup a few points.
I like the idea of using potential ranges, because I think it is semi-easy to tell when a hitter is going to be a guy that hits 25-35 HR's a year or if a guy is a free swinger and is going to strike out a lot. No matter what they do, chances are they aren't going to fall to far from those numbers-though there are the guys that average around 40 HRs a year and jump to 73, but lets not get into that.
CARDS2501
March 29th, 2006, 01:49 PM
First of all I have been reading this forum since they announced MLB 2k6 would be the only multiplatform MLB licensed baseball game and this is probably the single best most productive thread that I have ever read here. Now on to the reason I am posting, I like all of your ideas trev but one thing that I will disagree with you on is limiting the potential for fielding. In baseball fielding is one of the easier things to improve upon with hard work and practice. Take BJ Upton for example he was a mediocre at best defensive shortstop but having worked with Ozzie Smith this past winter he has improved his fielding significantly. I understand that without some sort of performance enhancing susbstance the average 15 homer a year guy isn't ever going to become a 50 HR a year man, but anyone with the desire to improve on defense is able to do so if they are willing to put in the time and learn the fundamentals of fielding a baseball.
Trevytrev11
March 29th, 2006, 08:03 PM
Thanks for the positive feeback-I do try to be as productive as possible on these boards.
I do agree with you, but there are a lot of intangibles to fielding that can't be taught. Soft hands, good jumps, the ability to instantly read the bat off of the ball and the ability to pick/read a hop. Some guys have it and others don't. That doesn't mean they can't improve on it, but they likely will never reach that gold glove level.
Scott Hatteberg was a career catcher until he got to the A's-they turned him into an above average firstbaseman, but he was never going to be a gold glover no matter how hard he tried. Soriano was never going to be a great second baseman.
A guy like David Ortiz will never have the kind of range at first like JT Snow or Derrick Lee. A lot more goes into fielding than just catching the ball and persoanlly, while I think they can be improved, I think they are capped like everything else.
***On a side note-do you guys have any ideas for these types of drills/mini games (I hate calling them mini games because I think the reasoning behind them kind of gets lost). What about drills to improve power (Possibly some weight room action a la Fight Night?)
esmeet
March 29th, 2006, 09:48 PM
I really like the idea of having this Spring Training mode that basically emulates what Madden has done with their mini-drills. You only have so many chances at each drill, and you can select one or two players for those drills. That way, you have some control over who improves in a given area.
I also like the idea of having some sort of rating-specific potential rating. This could be based off of the players body type (size/weight), genetic makeup, age, etc.
In response to the person wondering how many people like playing these mini-games: I think a lot of people really enjoy them. Every review I've read about Madden seems to think favorably of them, and I know I've enjoyed them as much as playing the actual game itself. It's not that the mini-games would replace your on-field gameplay, it would actually enhance it by making it more true-to-life in the sense that your players' abilities are changing from season to season. -- I like the idea of coaches affecting the ratings. I think the drills could be used to affect ratings before the season with a more dramatic effect and the coaches could affect the ratings during the season with a more moderate effect.
As for a drill that could be used to improve power hitting, you could do some sort of batting practice/HR derby where you have targets that are deep in the outfield or over the wall. The more targets you hit, the more your power rating could go up. (You could also have a simple distance measure that tracks how far you hit 10 balls.)
CARDS2501
March 30th, 2006, 07:38 AM
I agree with Trev and Esmeet that having some sort of spring training minis games is a very nice feature to have in a baseball game. Last year I bought MVP 06 and I still play it quite a bit, but I find that most of the time I am just playing as the gm and simulating the entire season and then working on my team in the offseason. Having said that even when I am in full sim mode I still like to do the pitching mini games in the offseason (the hitting game MVP had was brutal. Seriously how many times do you see a vortex, 4 lawn mowers, umpteen ball escalators and 400 foot distances down the lines.) I really do like what they did with the pitching game though. For those of you that don't know they had a mini game that was kind of like pitching meet Tetris, in this game the strikezone was divided into blocks that were one of five different colors representing the pitches that needed to hit the block to gain points and remove the block. The object was to get the required number of points to pass the round and to do so you had to locate your pitches well. That was to me a fun and challenging way to improve your pitchers total control. As for improving power maybe they could have some sort of hitting session with your batting coach where you actually work on changing your swing. For instance a slap hitter like Ichiro Suzuki would work on keeping his hands close and his weight back to generate more power rather than running out of the box while he is swinging. For a guy that have a little pop already and would like to be more of a power hitter they could have a weight room like Trev had suggested but maybe they would take it a little farther than Fight Night did and have more than one exercise. It would be nice to have an exercise that focused on the players forearms and another that focused on his legs which should also increase his overall speed giving it a multi-purpose feel.
Trevytrev11
March 30th, 2006, 09:06 AM
Personally, I wouldn't mind if they added a few weight room driven drills-my only thought is that it'd probably be in the best interest of the game to try and keep things as baseball-related as possible.
Like Esmeet suggested earlier-they could do something with distance.
-Maybe you take any players power rating and that number coordinates with a distance. Maybe a guy like David Ortiz has a Power rating of 95, which generates a distance of 395'. But a guy of less power like Derrick Jeter has a power rating of 75 and his distance is 350'.
A guy with no power like Jason Kendall of or Scott Podsendik has a power rating of 40 which calculates to a distance of 300'
Before I go any further-those numbers were just randomly assigned.
For the drill, the player is thrown into a session of BP. The pitcher is behind an L-Screen and the hitter is in the half-cage. You get 10-20 swings and for each one you hit past that distance, you get a point.
If this is too easy, the pitcher could either change speeds or locations or both.
While I think EA's batting practice is really kind of funky, it can be a bit challenging to hit the ball solid. In thier version-the pitcher changes the type of pitch, but the location of the pitch is given to you. I think that might be the way to go. I think doing both would be too hard because it would basically be a game situation.
You don't want the thing to be too hard where it becomes impossible to earn points, but you don't want it to be too easy where you earn the max every time.
CARDS2501
March 30th, 2006, 11:17 AM
Another thing that they could possibly do is incorporate winter ball into the game. They could set it up where you could designate certain players to go to winter ball after the season or maybe even extended spring training for some of the younger guys or guys with injuries.
CARDS2501
March 30th, 2006, 11:26 AM
A little more on the winter ball idea, they could also incorporate the morale system into it. Imagine how upset a guy like Alex Rodriguez or Jim Thome or any established veteran would be if their respected clubs suggested that they went to the instructional league for a while to try to improve their skills. Maybe they would be so upset that they would demand a trade (as in Madden) or just plain refuse to go like Cory Patterson did last year to the Cubs. If that were to happen you would lose morale and that "winter ball selection" Just an idea maybe I am trying to make this game too much like real life.
Trevytrev11
March 30th, 2006, 11:52 AM
A little more on the winter ball idea, they could also incorporate the morale system into it. Imagine how upset a guy like Alex Rodriguez or Jim Thome or any established veteran would be if their respected clubs suggested that they went to the instructional league for a while to try to improve their skills. Maybe they would be so upset that they would demand a trade (as in Madden) or just plain refuse to go like Cory Patterson did last year to the Cubs. If that were to happen you would lose morale and that "winter ball selection" Just an idea maybe I am trying to make this game too much like real life.
I think that would be a pretty good option. Personally, I don't want the game to get into having actual winter ball leagues, teams, players, etc because I think that would be too much. But if it was computer generated, I'd be for it.
But like you said-at the end of the season-you can "Reccomend" players to go play Winter Ball.
Maybe they get p-i-s-s-e-d.
Maybe the agree and are happy to go
Maybe they go and get better
Maybe they go and get injured
Maybe they go and develop bad habbits and come back worse than when you left them.
I think there always has to be a risk-reward system in something like that to keep it honest. But maybe the risk is less for first or second year players and more-so for established Vets.
Trevytrev11
March 30th, 2006, 12:00 PM
Improve catchers defense:
(Ball in Dirt Drill)
-For this drill, your catcher suits up and gets behind the plate. There are no hitters, no umpires, no other players, just a pitcher/coach and the catcher.
The coach is standing about half way inbetween the plate and the mound-next to him is a bucket of balls. He grabs a ball and throws it toward the plate.
As the catcher you have to press the controller in the direction of the pitch to catch it.
However, the coaches goal is to get the ball by you. To do this he will throw most of the pitches in the dirt. Your job is to keep them in front of you. To block balls, you must use the R trigger (or any button) to have your catcher "body up" and block the ball. Press the button to late and the ball will roll past you. Press it too early and your ability to move will be limited.
To keep you honest, some throws will not bounce, some may even be thrown over your head.
Total of 20 throws
CARDS2501
March 30th, 2006, 01:32 PM
Another good idea Trev. I don't see what is wrong with making 9 or 10 different training games that address different positions. With the power of the 360 that shouldn't be a problem at all but it may be a very time consuming process. For me personally I would like to see a full minor league system with all 3 levels, an amature draft, a rule 5 draft where you actually have to give the player back if you don't keep him on your major league roster or dl for a full season, the ability to play through an injury, an expansion mode complete with an expansion draft, waivers and the August 31 waiver deadline, players that refuse to play and demand trades, minor league options so that if you keep sending a player up and down eventually he would have to clear waivers before sending him down again, arbitration, multi-team trades, career ending injuries, the option to rebuild a stadium or relocate a team, balks, blatantly bad calls, a variable strikezone, 40 man rosters, actual spring training venues, fans that boo the home team when appropriate, incentivized contracts (wouldn't that be cool, offer a player a million dollars guaranteed with incetives for reaching certain goals), fan reaction to front office decisions and fan attendance that actually reflects what is really going on in the season (the Devil Rays will never sell out home games against the Royals but they might against the Yankees). I know that I am asking for a lot here but to me the game already looks amazing I mean how much more do we really need graphically. I would just really like for someone to develop a game that is as close to real life as possible. Maybe I am just wishing for something that is 10 years away but I guess it can't hurt to speak my mind.
Trevytrev11
March 30th, 2006, 01:52 PM
Yeah, I think we all want that stuff. And eventually some day we might get it. Like you said-it may be 10 years down the road.
I would want all that stuff, but right now I just want a game with quality, realistic,game play where people will look at the game and say that it looks like real baseball. Once they get that finalized, they can go nuts with extra's.
CARDS2501
March 30th, 2006, 02:08 PM
I am with you there to an extent but as I had ssaid earlier I actually have more fun simming the games and trying to build a contender than I do playing the actual games...I usually can play about 2-3 months of a season before my imagination gets ahold of me and I want to try building different types of franchises. Right now saved on my x-box there are 7 franchises 1 that I have actually played every game with the Cardinals, 1 where I have simmed several season with the Cardinals, 1 where I tried to make the Devil Rays a team worth watching, another that I drafted a dominant pitching team, 1 where I drafted speed and defense, 1 that is pure power hitters and another team that is nothing but Baseball America's top prospects. I just have more fun simulating the seasons and playing the mini games trying to make the best cheapest team I can. All of that may change though now that I will be able to play other people on XBOX Live but who knows. I am just really looking forward to getting a new baseball game...at this point playing MVP 06 is getting to be about as much fun as playing Bases Loaded for the NES (remember that guy Paste from New Jersey had something like 60 HR's)
CARDS2501
March 30th, 2006, 02:10 PM
I just got way off track there guys sorry about that...lets get back to the mini games...another good idea would be some sort of throwing accuracy training maybe they could use those Tom Emansky's defensive drill videos that Fred McGriff sells to help with this.
Trevytrev11
March 30th, 2006, 02:30 PM
I just got way off track there guys sorry about that...lets get back to the mini games...another good idea would be some sort of throwing accuracy training maybe they could use those Tom Emansky's defensive drill videos that Fred McGriff sells to help with this.
The old garbage can at home plater drill!
-Maybe something like NBA 2k's free throw drill-use the R and L triggers to line up your target. (Only in drills not in actual game).