Stolen Bases
Every game handles stolen bases differently. And, honestly, getting stolen bases right is extremely hard.
It’s a do or die situation. If you give the player the ability to steal at will, the player will likely abuse the system. If you make it so that stolen bases are limited, players might complain that the system is too limiting.
OOTP is quite liberal with its “jump” system, as I’ve learned. Check out what Lenny Dykstra has done in half a season in my 1986 New York Mets Time Travel project (playing in 1962):
My Mets are leading the National League in steals:
This eclipses the 1986 Mets real life steal total. And we’re only halfway through the season!
It hasn’t helped us much in the standings, sadly:
By the way — since I know some of you are interested, here’s what the American League looks like so far:
We’ve got the All Star Game coming up next. Here are the National League players:
And here’s the American League roster:
I’m going to be thinking of something I can do to showcase the All Star Game both on my channel and on this blog. If you have any ideas, please let me know!
Meanwhile, I’d be really interested in knowing what you think about the stolen base conundrum. What do you think should happen?
So Dykstra is projected to steal 141 bases in your sim but only stole 37 as a 23 year old in '86? Did he have less opportunities to steal in real life or could he have racked up these sim numbers if he tried (or his manager let him)?
I don't know if any sims do this but to me it seems the stolen base logic should consider how often the runner has already stolen in the season and consider this in its ratings. Kind of like a pitcher tired rating or a part time player overuse effect but for runners over the sim season. You steal too often, you become tired on the base paths and you just can't steal.