Version 1.0.0
2 downloads
The main goal or purpose of this was I just wanted to add in some of the best Baseball players I've grown up with and I wanted to create my own ratings/abilities based on performance/analytics(stats) over a certain period of time to see how different eras of players stack up and so I started my journey...
HUGE disclaimer - I did this for fun probably spent over 500+ hours offline researching, spreadsheeting, Googling and 200+ hour-ish adding/tinkering in game. I didn't think I would ever enjoy something like this as much as I did, but man did I get some immense enjoyment and dopamine spikes partaking, ha. That being said AGAIN this is all just for fun and I tried to rely just on the stats/numbers I've captured and biases aside; SO if you think someone is better than x or if you think this is wrong I understand completely. I'm just trying to share my experience because none of my friends wanna play with me, haha.
What is different this time??
Re-pulled in over 26k rows of data from Fangraphs. Grouped players up by Era (criteria below) and then by Primary POS (Fielding/Arm) and then ranked then with a Precentrank formula based on specific stats (below). Every total was then weighted over Best, Peak 3, Peak 5, Career subsets of data for that Player + Era. What that gave me was a clearer picture of who rose to the top for a specific time period/era. I would say Speed and Junk are still the weakest stat of them all.
Speed because we really don't have a great idea outside of Steals, BsR and Spd of how fast they were. BsR and Spd come from Fangraphs and it tried to come up with a value for how fast that player was it relation to base running, etc.
Junk because it's just a weird stat how can you tell how good their off-speed pitches were? Velocity is a little easier because naturally the harder you throw statistically the more Ks and less Hs you will have. It's already overlapping Velocity and Accuracy and in terms of how well these matched good pitchers I was ok with it.
Eras:
<=1919 = Dead-ball
<=1941 = Live-ball
<=1960 = Integration
<=1980 = Expansion
<=2000 = Modern
>=2001 = Statcast
Skill Stats:
Batters
Power = ISO, HR Rate, SLG and XBH
Contact = AVG, K%, BABIP, H/PA
Speed = SB, CS, BsR. Spd
Fielding = TZ/DRS, FLD, DEF
Arm = TZ/DRS, A per POS, CS% (C Only)
Pitchers
Velocity = K/9, SO, H
Junk = K/9, BABIP, FIP
Accuracy = FIP, ERA, BB/9
That being said they were all rated and normalized on a scale of 1-99 so I could enter those in as Skill Stats within the game.
This I would say is my best iteration yet; minus the PERKS! The perks were entirely built off making every single one of the batters/pitchers OP no matter what. If this isn't your cup of tea just ignore the perk assignment stuff. But if you do like that kind of stuff it was based on skill stat caps, archetypes and a little research on if the player was clutch, were they feared?, etc.
Archetype Handling - I built some flags to help me bucket players together based on stats.
Batters
Elite Bat = >=180 Power + Contact OR Power/Contact >=90
Elite Power = >=90
Elite Contact = >=90
Offensive Athlete = >=240 Power + Contact + Speed
Elite Defense = >=180 Fielding + Arm
This created 10 Archetypes and helped me see if everything was coming together properly:
Elite Bat, Offensive Athlete, Elite Defense = Complete Dominators
Elite Bat, Elite Power, Elite Contact = Pure Bat Legends
Elite Bat, Elite Power = Power Bat Titans
Elite Bat, Elite Contact = Contact Bat Masters
Elite Bat, Offensive Athlete = Offensive Force
Offensive Athlete = Pressure Engine
Offensive Athlete, Elite Defense = Dynamic Two-Way
Elite Bat, Elite Defense = Two-Way Technician
Elite Defense = Defensive Anchor
Nothing = Role Player
Pitchers
Elite Pitch = >=180 Velocity + Junk OR Velocity/Junk >=90
Elite Velocity = >=90
Elite Junk = >=90
Elite Accuracy = >=90
Elite Arm = >=240 Velocity, Junk, Accuracy
This created 8 Archetypes and 14 Base Identities (mainly for Pitch Arsenals) and helped me see if everything was coming together properly:
Elite Pitch, Elite Arm, Elite Velocity, Elite Junk, Elite Accuracy = Era Aces
Elite Pitch, Elite Arm, Elite Velocity, Elite Accuracy = Complete Aces
Elite Pitch, Elite Velocity, Elite Arm = Velocity Titans
Elite Pitch, Elite Velocity = Velocity Enforcers
Elite Arm = Complete Craftsmen
Elite Accuracy, Elite Arm = Control Savants
Elite Accuracy = Precision Operators
Nothing = Craft Veterans
I won't go through all the Base Identities, but I wanted different pitching profiles for arsenals so the best thing was to do was to create a few different profiles for each Archetype and with that I was able to create 23 different Pitching Arsenals I assigned to all my pitchers. The best example of this is I wanted high velo arms to have more fastballs and high junk arms have more off-speed pitches. NOW this did produce pitches that a specific player did not even pitch, but the grumble I have with the game is sometimes you get a SP with 2/3 pitches and that is just not a fun experience imo. Every SP got 5 pitches base, RP got 4 and CP got 3 regardless of what they actually pitched with. That would add on so much more time that I really was just ok with assigning an overall identity to them based on their stats/archetypes. You can easily just not use any of that so there is that.
The perk order I approached everything with, which can easily be changed based on what you consider a better perk.
Batters
Power:
>=93 - Pow vs RHP, Fastball Hitter, Off-speed Hitter, Bad Ball Hitter
>=88 - High/Low/Outside/Inside Pitch, Pow vs LHP
>=82 - First Pitch Slayer
>=78 - Big Hack
Contact:
>=93 - Con vs RHP, Fastball Hitter, Off-speed Hitter, Bad Ball Hitter
>=88 - High/Low/Outside/Inside Pitch, Con vs LHP
>=82 - Mind Gamer
>=78 - Little Hack
Speed:
>=95 - Distractor
>=90 - Base Rounder
>=85 - Sprinter
Defense (Fielding/Arm):
>=90 - Cannon Arm
>=80 - Dive Wizard
>=70 - Magic Hands
Utility was assigned based on Archetypes and if they played more than 1 POS. If they played more than 50ish games at a POS I added it as a Secondary POS
Perks assigned by lore/theme/stats:
Clutch
Ace Exterminator
RBI Hero
Stealer
Rally Starter
Tough Out
Pitchers
Velocity:
>=90 - Elite (4F, 2F, CF)
Junk:
>=90 - Elite (CB, SL, CH, SB, FK)
Accuracy:
>=90 - Composed
>=80 - Gets Ahead
Perks assigned by lore/theme/stats:
Elite Pitch Types
K Collector
Rally Stopper
Clutch
Specialist / Reverse Splits
Workhorse
Durable / Consistent
They're approximately 178 batters and 121 pitchers I pulled in and created in game. I might of missed someone here or there, but I tried to grab the best of every era.
EDIT 1:
I've updated everyone's Chemistry based on their Primary Perks as I wanted a better range of all 5 Chemistry personalities.
Little quirks here and there:
I wanted the announcer to say everyone's name in the game so I tried to pick from their list of names so someone like Barry Bonds = Barry Bond, etc.
I created some extra teams to get a full 32, but every team is a State and mascot of used teams in SMB4.
I tried to assign everyone a unique Stadium they're some that repeat as we only have 23 Stadiums; but same Divisions don't have a repeat.
Most players have been matched for how they looked in their prime and I tried to match most batting styles/pitching styles, music and batting walk-ups etc are just random.
All Players I've added are Age = 18 so they could be used in Franchise files and so I could quickly sort them out when creating them, etc.
The Franchise file is meant to be Shuffled Drafted I don't think teams are anywhere close to being balanced! lol. If I was in a grove I would just keep adding in batters or pitchers only to some teams.
Every MLB Player should have a Legend/Pro Career linked aka I had to go into existing teams find a Pro Career that kinda matched up year wise and duplicated their profile. It took a long time yes, I have OCD yes.
Link to Reddit Post: https://www.reddit.com/r/SuperMegaBaseball/comments/1r2awf6/comment/o4wjwar/