"A Developer's Guide To Strategy Settings" -By Matt Arnold

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"A Developer's Guide To Strategy Settings" -By Matt Arnold

Post by recte44 » Wed Aug 23, 2023 6:15 pm

https://forums.ootpdevelopments.com/sho ... p?t=327666

TEAM STRATEGY SETTINGS

There are a number of team strategy settings that may be set. You may customize the settings for all different combinations of game time and scores. Keep in mind that internally, only the individual settings are stored, so that if a change is made to the "All Times" options, that will copy it over and replace the individual times. It is highly recommended that if you want to set stuff individually, set the global options for all times and scores, and then edit the individual times and scores settings to customize them. This will ensure that the global settings will apply as expected, but certain specific instances can be customized.

Overall, the most important point to keep in mind is that all strategy settings apply as MODIFIERS to the default logic. They also, in general, only apply to simmed games - if you are managing the game individually, then you have your default control options, and so the strategy for most defensive alignments or batting or pitching options are under your own control. Being modifiers, it means that if you have an exceedingly slow catcher, it may not matter what setting the "Steal" slider is set to - he will not suddenly try to steal 50 bases. There are also limits to the sliders, so while you certainly have some control over what happens, the base logic still applies overall. So even if all the sliders are the max, Rickey Henderson might still not try to steal when you are leading by 14 runs.

If you are GM-only, then your manager may restrict in what way you can edit settings. For each setting, they will either allow full control, partial control, or no control. All managers and coaches have a "default" strategy balance that they will use if you do not override them. If they allow full control (Green ball), then you can set the sliders to anything regardless of their preference. If they allow partial control (yellow), then you may edit the slider by +/- 1 position from their default strategy. If they allow no control (red), then the slider is fixed to what their strategy allows, with no edits possible for any score and situation.

Individual options:
OFFENSIVE STRATEGY
Stealing Bases: controls how aggressive you will be at stealing bases. The higher the slider, the more you will attempt to steal (which will also lead to more CS as you may try to steal at lower success chance opportunities).
Baserunning: controls how aggressive you will be at going for extra bases (when playing out, when you would gain the popup decision for whether to send a runner).
Use Hit&Run: controls how often the batter will attempt a hit&run (runner is forced to steal, batter will swing at the pitch to try to make contact). Overall Hit&Run chance is based on batter's contact ability and runner's speed. Overall, adjusting this setting impacts more how often the H&R will be attempted given that certain conditions are met, rather than who may try for a H&R.
Sacrifice Bunt: Given you are in a bunt situation, this will impact the chance that a batter will attempt the bunt. Again, it has more of an impact of how often in certain situations you may try for a bunt
Squeeze Bunt: controls how often to try for a squeeze play (bunt runner home from 3B)
Bunt for Hit: controls how often to attempt a bunt for a hit. Again, more a factor in how often players who reach certain criteria will make the attempt


PITCHING & DEFENSE STRATEGY
Pitch Around: Controls how early and often to pitch around batters. The higher the setting, the earlier in the game it will be considered, and the less gap needed between the next batter's talent level, in order to call for a pitch around
Intentional Walk: Controls when and how much talent gap to consider an intentional walk. Adjusting the slider will adjust what talent gap is needed to consider an intentional walk, as well as how early.
Hold Runners: This controls how often to attempt a pickoff throw. A higher modifier will throw over to the base more in an attempt to pick off runners
Infield In:
Corners In:
Guard Lines: These settings all control how early to modify the infield defensive alignment, as well as a little bit in what situations (ie. a low infield in slider will not bring the infield in in larger score differences)
Use Infield Shifts: This impacts both how early and how often to run infield shifts on batters. A lower slider may not shift as aggressively early in the game, whereas a high shift slider will attempt to shift on more players, all the time.
Use Outfield Shifts: This impacts the left-right shift of outfielders. Do note that many players have a (slight) natural tendency to push balls in the air to the opposite field. Varying this setting will tend to control more who gets shifted against, with the higher the setting the more players that may get shifted.
Shift OF Depth: This controls when and how often outfield depth will be adjusted (both playing in and shallow for weak hitters, or deep for power bats). While some situations will always still play in or deep, the higher the strategy slider, the potentially more than the outfield will shift in those cases, and the more batters will be considered as potentially "power" or "weak" hitters in order to apply the shifts.

SUBSTITUTION STRATEGY
Hook Starting Pitcher:
Hook Relief Pitcher: Based on the physical starter or reliever (ie. an "Opener" in this case will use the "hook starting pitcher" setting), this will control how aggressive the AI will replace the pitcher. A hook setting of Very Quick will very aggressively move to replace the pitcher, a hook setting of Very Slow may end up trying to get an extra few batters out of the pitcher, even past the point they would be "tired".
L/R Pitching Matchups: This is mostly related to "LOOGY" usage. It will also impact how often to replace a pitcher with an opposite-handed pitcher during normal gameplay situations
L/R Batting Matchups: In pinch-hit situations, how much to value or consider platoon advantages when selecting the hitter. This can both impact how early to potentially remove a player who is at a platoon disadvantage, and which hitter to potentially use as a pinch hitter. Note: if the Min PH Inning is set for the team or player to anything other than "Default", then this setting is not used in how early to consider pinch hitting for a player at a disadvantage.
Pinch-Hit for Pitchers: This impact how aggressive to pinch hit or double switch for pitchers
Pinch-Hit for Players: This impacts how aggressive to pinch hit for position players. If "Default" is set for min inning, then a higher pinch hit setting will start hitting for players earlier. It always controls how much of a gap between players may be needed in order to consider pinch hitting. Very low settings will rarely if ever hit for a position player, settings at the max will consider a pinch hitter very frequently.

GLOBAL STRATEGY SETTINGS
Starting Pitcher Max Pitch Count: If an individual pitch count is not set on a starter, then this setting will apply. Note: functions for the actual starter, so it will apply to openers if they are being used. Controls the maximum length to keep a starter in the game. While pitchers may slightly bypass their targets in some cases (ie. a long AB, or occasionally they may be left for another batter in an attempt to finish an inning). Most pitchers will be pulled roughly 10-15 pitches before they reach the pitch count, although certainly if they allow many runs can be pulled earlier.
Relief Pitcher Max Pitch Count: Similar to the SP pitch count limit, except for relievers.
Use of Openers: This setting will impact how often your team may consider using an opener. If the setting is set to a minimum value, then the team will never use an opener, even if players are designated as such. If the setting is shifted all the way to the max, then the team may elect to use an opener/follower even when not specified by other strategy settings (although generally only if the designated starter is tired or below average)
Defensive Substitutions: While defensive changes may happen anytime, especially as the team decides who to leave in after a pinch hit situation, as you near or pass the inning listed here, the team may opt to lean towards a more defensive setup. Otherwise, when the specified inning and score situation is in place, then defensive subs will be more aggressively considered. There may still be some cases where a defensive substitution does not take place (if the defensive sub is tired, or there is not enough improvement in defense by the specified replacements)
Position Player Pinch Hit Inning: If set, then that will be a strict inning (unless if a player has their strategy set differently) in which to consider pinch hitting. As a default option, the inning will vary, depending on score, game importance, player talent levels, etc...

PLAYER STRATEGY SETTINGS

Control
If you are either in "Do not disturb" mode, or have Active Roster Moves set to AI control, then the AI may alter the settings for any player as it builds and updates the roster. This can be prevented using the "Lock Strategy Settings" (PT)/"Lock to current minor league team" (other) setting. In those cases, when that setting is checked, the AI will not adjust any roster strategy settings. This is most critical for two-way players, however the AI may adjust other settings.

MODE
There are 2 main modes for player strategy settings: Adjust to team strategy settings, and Override team strategy settings. These do not apply to any settings which do not have a team option as listed above)
Adjust to team strategy settings: If this option is selected, then the player strategy (in general) will ADD to the team setting. So if the player strategy is set all the way to the max, but the team setting is all the way to the min, then adjusting to team strategy will "cancel out" and the player will be treated as if their setting is in the middle. Generally, the combined settings cannot surpass the limits of any one slider.
Override team strategy settings: In this case, the player setting will completely override the team setting, regardless of score and inning. So if this is selected, you may max out a single player's steal slider, for example, while setting the team slider to the min, and the player will attempt to steal frequently. However note that this applies to ALL settings. In some cases, this will be the only way to maximize an individual setting (in the case listed, if the team slider is at a min, then using "Adjust" will not be able to push a player's individual setting past the mid-point).

OFFENSIVE STRATEGY SETTINGS
Stealing Bases, Baserunning, Hit&Run, Sacrifice Bunt, Bunt for Hit: As described in the team settings. Note: the Hit&Run setting applies as a modifier to the BATTER, not the RUNNER. The runner is considered in terms of their speed, but their modifier is not used.

DEPTH CHART SETTINGS
(These settings are only available for batters or two way players)
Force Start/Use at Position/Suggest Position: There are some situations where the "Force Start" will not actually force the player - generally speaking, if playing where the Manager controls lineups. In that case, "suggesting" a position will encourage the manager to use a player there, but will not strictly require it. Otherwise, if you use the force start, then if the AI is creating lineups/depth charts, they will use the player at that position (although the player may still shift to other spots depending on depth chart/lineup situations).
Suggest/Force Lineup Spot: For each handedness, if the AI is making the lineups, it will attempt to bat them in that spot. If the force is not active, then it is only a suggestion that they hit there. Note: This may be used to force a platoon. Force Start/Force Lineup Spot to Bench will result in the AI NOT placing the player in the depth chart for that specific handedness. Also of note, the lineup spot here may also be used when the player is substituting in as a depth player. So, for example, if you have a player who you would like to hit 2nd when they play, but are not in the lineup, you may set their "lineup spot" to 2, and the AI will attempt to bat them there when they sub in the depth chart (although in that case, that is still only a suggestion, depending on who they are replacing)
Bench when Fatigue Pct: If set at 0, then the default AI fatigue logic will apply. Otherwise, for depth chart substitution logic, players will be considered fatigued when they reach the specified fatigue level. The AI may still sub players at other times (depth chart settings, spring games, injuries, etc...), but this can be used to adjust the default logic for how to treat a player as "tired". This may also occasionally modify when a player is considered "tired" for using them as a PH or other situations as well.
Available as Def Sub when Tired: If checked, then the player may be subbed into the game as a defensive sub. If unchecked, then the player will not be considered as a valid defensive sub (although may still be used as a PH if that setting is set, or always in case of injury or other substitution which forces them in)

PINCH HIT SETTINGS
Never Lift for a Pinch Hitter: if checked, the player will never be pinch hit for (they may still be replaced for defense or other substitutions)
Min Inning to remove for a Pinch Hitter: the override setting to the team setting, as described above. Note: This ALWAYS overrides the team setting if specified, other than "Default" which will use exactly as the team has specified.
Pinch Hit for Player: player setting relating to the "PH for Position Player" setting on the team. Adjusts or overrides the team setting, as specified.
PH Platoon Usage: When being considered as a pinch hitter, will adjust/override the team L/R Batting Matchups setting. Will also be used in consideration by the player potentially being pinch hit for as well
Save for high leverage PH Chance: When considering pinch hit options, if checked, the player will not be used in a low leverage pinch hit chance, and will be more likely to be used in a high leverage chance. Note that this setting may not force them to be used in those situations - the top PH options or other bench players may still be used ahead of them. But it will prevent them from consideration in a low-leverage situation
Available as PH when tired/injured: If checked, the player will still be considered as an eligible bat for pinch hitting if they are considered "tired" for the game or have a dtd injury and you are using the "bench player if DtD injury" setting.

PITCHING STRATEGY SETTINGS
Mode: Same as on the batter size - just given in 2 places
Hook as Starter...Shift Outfield Depth: All these settings either override or adjust to the team strategy settings for when this pitcher is on the mound. See other sections for how the override vs adjust is controlled, and the team strategy area for details on the actual setting themselves
Aggressive Tiredness Hook: If selected, the pitcher will be more aggressively pulled when they are tiring in the game, even if they are pitching well or the team has a comfortable lead.

PITCHING LIMITS
Pitch Count: May also be set directly from the staff, will generally act as a max pitch count for the pitcher. If set, they will use this value, and not what is set in the team strategy setting.
Batters Faced: If you wish to limit the pitcher by how many batters they face rather than directly by number of pitches, this option may also be used. If both this and a pitch count are set, then whichever is reached first will generally trigger the pitcher being removed. Like with pitch counts, there may be cases where a pitcher goes past the limit (ie. to finish an inning).

PITCHING STAFF SETTINGS
Force Role/Suggest Role: If the AI is setting up the depth charts, can use this to force into either a starter, closer, or general relief role. If the mananger controls the staff, then this may potentially only act as a suggestion. Of note: usually starters who have a forced role will be placed as the #1 starter, as they are filled before others. If this is not desired, then either more starters need roles forced, or you may need to take manual control.
Bench when fatigue pct: Similar to the batter's option, if this is set, then fatigue below this amount will treat the pitcher as "tired" for the game, and thus likely either avoid pitching them or use an emergency starter instead. Note that this applies to their pitching fatigue, and will also apply according to the role they are intended to be used for (ie. if they are set as a SP, but are not in the starting rotation, then the game may check this value against their "RP Fatigue" level which may differ from what is shown in player popups)
Use as Opener/Use as Follower: These will set the secondary pitching role, so a pitcher may only have one of them specified at a time. If set, they will be considered first as an opener or follower if the team settings allow it. Do note that if you have a starter set as a follower, if no player with a designated opener setting is available, the game may choose any reliever to fill that role (or skip the opener/follower for the game and run it traditionally). The opener setting is generally used to first choose an opener option, and the game will generally choose a player with the opener setting even if they are slightly more tired instead of choosing a reliver who is not specified as an opener.

ROSTER STRATEGY SETTINGS
Lock to Current Minor League Team/Lock Strategy: This function has multiple functions, but its main purpose is to prevent AI intervention in the player. At its core, it is used to lock the player to whatever minor league level they are at if you desire to have control over the player's promotion/demotion while still allowing the AI to control the general minor league setup. It is also used to prevent the AI from overriding any strategy settings on the player. If the box is UNCHECKED, then some setting options may be disabled from setting - these are the most common settings the AI adjusts. If they are disabled, then the lock button must be used to set those values. Most notably is the two-way designation - if you wish to use a player as a two way player, or to prevent it, then this button will need to be CHECKED in order to make sure the AI will not alter the strategy.
Bench Player for X Days: if you wish to have the AI bench the player for a certain number of days, this may be used. Including the current day, if the player has a value there, then they will not be used except potentially in an emergency. Note that during the final weekend of the season, if the AI is in control of players, they may use this for the top starters on the team to save them for the playoffs.
Bench Player if DtD Injury: This can be used to override the default AI setting for when players are injured DtD. By default, managers will take many factors into consideration, including game importance, injury ratings, and a more detailed view of the effect. If you have this set, then it will check relative to what shows for the player in the popup for effect on performance. Do note that if the option to allow them to PH while injured is selected, they may still be used there. "Severity at least Minimal" is effectively equivalent to "always bench if DtD injured", all the way up to Never which means that injury will not be considered for benching directly (however there are other checks in place so an injured player will still often be chosen less for subbing or other game action, and will tend to be removed earlier from games than other players).

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