dturkenk
09-30-2001, 10:45 PM
The question behind how to handle the financial disparity strikes me as the same one as behind the in-game strategy (hit-and-run, etc.) debate.
Both revolve around the amount of realism to include in Baseball Mogul.
It seems there are basically two camps - one to make the game as realistic as possible, and one to create a fair, more arcade-like version of the game.
Both are valid views, depending on what one is looking for from Baseball Mogul.
There's been plenty of discussion on questions such as salary caps, manager strategies and pitching rotations without considering what I see to be the deeper issue.
My suggestion would be to allow league customization. I'm not sure what is planned for when the private leagues are open to more than just a few commissioners, but it doesn't seem that it would be too difficult to create two versions of leagues: an arcade and a simulation for lack of better terms.
Of course it would be far better to allow for each option to be toggled on a league basis, but I think, especially for first time players, that a choice between realism and ease of play (it would be far easier to succeed as a small-market team in an arcade league) would be sufficient.
This is just my two cents. I would be interested in hearing what others have to say.
Dan
Both revolve around the amount of realism to include in Baseball Mogul.
It seems there are basically two camps - one to make the game as realistic as possible, and one to create a fair, more arcade-like version of the game.
Both are valid views, depending on what one is looking for from Baseball Mogul.
There's been plenty of discussion on questions such as salary caps, manager strategies and pitching rotations without considering what I see to be the deeper issue.
My suggestion would be to allow league customization. I'm not sure what is planned for when the private leagues are open to more than just a few commissioners, but it doesn't seem that it would be too difficult to create two versions of leagues: an arcade and a simulation for lack of better terms.
Of course it would be far better to allow for each option to be toggled on a league basis, but I think, especially for first time players, that a choice between realism and ease of play (it would be far easier to succeed as a small-market team in an arcade league) would be sufficient.
This is just my two cents. I would be interested in hearing what others have to say.
Dan