But by the same token, if I'd beefed it up any more, we'd have people complaining about it being too good.
It's a touchy thing to tweak the draft pool. For example, increase certain pitching modifiers, and you end up with a small group of good SP prospects, and a huge batch of MR studs. Use those same settings with a little endurance tweak, and you end up with a larger SP group and smaller MR group.
I'd like to see (in future versions) a more result-focused player creation system, where I can say, OK, I need X number of 2-3 star SPs, x number of 4-5 star SPs, X number of good power hitters, etc...so that it's not tweaking the modifiers, but rather telling the game what we'd like to see in a draft pool, and then leaving it up to the game to make that happen.
Right now with the modifiers we have, it's difficult to manipulate that and not cause unwanted side-effects. Plus, I think some of the fiddling in recent seasons has not helped the league as a whole. We've ended up with too many 5 star prospects, and sort of inflated both the offense and defense too much...moreso offense in the last few years.
I'd like to get back to a more sane level of play, with realistic results based on (like
SkyDog), the past 25 years of baseball. Yes, we may end up with fewer 5 star players, but it should be across the board, and the end result should be a better balance for the league.
Having said that, it may be true that the talent dropoff is higher after the 4-5 star players. Perhaps there are fewer mid-level (2-3 star players) with this class and previous ones as well. I spent a good bit of time last night experimenting with it, but perhaps I didn't look closely enough at the mid-level pool. I'll take another look tonight and see if there's an opportunity to beef up the middle of the pack guys.
I won't be surprised if it's impossible to do so without adversely affecting the top prospect pool such that we have too many good players and people complain about that.
Add to that that we've had too many good offensive pools in the last few years, and you quickly get to the point where you want to monkey with things as little as possible and let the game level out some in terms of player creation. I didn't boost batting modifiers at all (as per OOTP community's stat studs recommendations), because the last thing this league needs is more offensive power right now. Again, we need to settle things down and get some balance back.
I'd rather leave it be as much as possible this year, and then get us back to a baseline modifier in the next year or two (even if we boost default mods across the board).
In the end though, I'm hopeful that the modified player development algorithms will show more chances for booms, wheras in the past you could count on 90% busts, and 10% booms. I' hoping to see more 1-3 star players develop into solid players than we've seen before. Supposedly OOTP9 does a better job of this, but we'll have to see for ourselves.
Given enough time, it's possible to test all of this out, and there have been some in the OOTP community (
Skydog and
RonCo, for instance), who have done so extensively. It's incredibly time consuming to change our league such that it can be repeatedly simmed over long periods of time (it can take hours just to prepare for testing). It'd almost be faster create a new fictional league entirely to test with. But then in order to really see what's happening, you have to take yearly CSV dumps and run statistical analysis of them, etc...it's far more involved than I'll ever have time for, which is why I have to base decisions on those who have taken the time to do this.