Post by AvsGM on Jun 22, 2015 17:53:12 GMT -5
Surprisingly I don't have any rule changes in my agenda for discussion this season, however I did want to discuss the possibility of using the "Morale" option in the sim. In basic terms it's the same as the Streak/Slump option that was used in the FHL sim program.
Below is a discussion I had with another league owner in regards to using this option and a brief explanation from the STHS sim manual below that. Please feel free to add your opinions or bring up any other issues you'd like to discuss.....
Me:
I was hoping to get some feedback from commissioners that use or have used morale and what you feel the positives and/or negatives are? Also what your default to start the season is for team morale and players morale and where you set your morale slider?
Reply:
I use engine 1.5 and since this engine is almost perfect and don't let place of a little "randomness" or luck in the game, I put the morale to 15 and that do the trick (it gives more realistic results then engine 2.0 that have too much random in it). I have bad teams able to beat top seed once a while and even some making the playoffs. As a group that's what we were looking for but if you don't, just disable morale you'll be disappointed.
Me:
We currently run V2-sim engine 1.5 and really like the results we get, but while lower-level teams sometimes do in fact get wins over top-tier teams, the other side of it is that all 16 playoff spots are already locked-up by the all-star break.
Since we switched to V2-sim engine 1.5 our last six cup champions have been the #1, #1, #1, #2, #5, #1 best record teams in the league. So there really isn't much suspense as to who is going to come out on top in the end.
We are looking to add a little bit more randomness to our results without it being too crazy like an 8th seed sweeping it's way through the playoffs, so that's why I wanted to get opinions before we decide to implement the morale feature in our league.
You said you put the morale slider at 15 but what do you start your players at the start of the season?
Reply:
I start them at 99 since it is much easier to drop in morale in the STHS. I think you'll be pleased with the results. it should give you exactly what you want cause we had the same problem then your league: Great sim results but no suspense at all in playoffs. Morale mix that up well but not too much.
STHS Manual:
Morale - Affect all game stats at beginning of game. The higher the stat, the higher the players performance boost will be. (It's combined with the Team Morale)
Information on Morale (MO)
Morale is concept that is very hard to explain. It's impossible to list what effects it and what it does.
Players gain morale when - Being trade when player morale is low, Being trade to a team over .500, Win a fight, Team makes the playoff, Playing a good game (Scoring, Passing, Point, etc.), Winning, Being healthy and playing, Being promoted to Pro from Farm.
Players lose morale when - Being trade when player morale is high, Being trade to a team under .500, Lose a fight, Get injured, Get suspended, Get put on waiver, Being healthy and Scratches (Pro and Farm), Losing, Being demoted to Farm to Pro.
Below is a discussion I had with another league owner in regards to using this option and a brief explanation from the STHS sim manual below that. Please feel free to add your opinions or bring up any other issues you'd like to discuss.....
Me:
I was hoping to get some feedback from commissioners that use or have used morale and what you feel the positives and/or negatives are? Also what your default to start the season is for team morale and players morale and where you set your morale slider?
Reply:
I use engine 1.5 and since this engine is almost perfect and don't let place of a little "randomness" or luck in the game, I put the morale to 15 and that do the trick (it gives more realistic results then engine 2.0 that have too much random in it). I have bad teams able to beat top seed once a while and even some making the playoffs. As a group that's what we were looking for but if you don't, just disable morale you'll be disappointed.
Me:
We currently run V2-sim engine 1.5 and really like the results we get, but while lower-level teams sometimes do in fact get wins over top-tier teams, the other side of it is that all 16 playoff spots are already locked-up by the all-star break.
Since we switched to V2-sim engine 1.5 our last six cup champions have been the #1, #1, #1, #2, #5, #1 best record teams in the league. So there really isn't much suspense as to who is going to come out on top in the end.
We are looking to add a little bit more randomness to our results without it being too crazy like an 8th seed sweeping it's way through the playoffs, so that's why I wanted to get opinions before we decide to implement the morale feature in our league.
You said you put the morale slider at 15 but what do you start your players at the start of the season?
Reply:
I start them at 99 since it is much easier to drop in morale in the STHS. I think you'll be pleased with the results. it should give you exactly what you want cause we had the same problem then your league: Great sim results but no suspense at all in playoffs. Morale mix that up well but not too much.
STHS Manual:
Morale - Affect all game stats at beginning of game. The higher the stat, the higher the players performance boost will be. (It's combined with the Team Morale)
Information on Morale (MO)
Morale is concept that is very hard to explain. It's impossible to list what effects it and what it does.
Players gain morale when - Being trade when player morale is low, Being trade to a team over .500, Win a fight, Team makes the playoff, Playing a good game (Scoring, Passing, Point, etc.), Winning, Being healthy and playing, Being promoted to Pro from Farm.
Players lose morale when - Being trade when player morale is high, Being trade to a team under .500, Lose a fight, Get injured, Get suspended, Get put on waiver, Being healthy and Scratches (Pro and Farm), Losing, Being demoted to Farm to Pro.