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Stealing

Posted: Thu May 25, 2006 7:54 am
by Johnny Slick
There *really* ought to be a steal-success rating to go with a steal-attempt rating. Maybe include a new stat for next year like "intelligence" that encapsulates this. A more intelligent runner will better know when to hold up or take the extra base. Perhaps this rating could give a boost to a guy's ability to hit and run or sacrifice and increase range in the field a little bit (because he knows where to position himself and what direction to take his first step).

Also, it would be a lot more realistic on steals if, instead of telling a player exactly when to steal, you as a manager had the choice to give a guy the "green light". Most speedsters, I think, aren't told "hey, I want you to steal second this at-bat". A less intelligent player might run on a green light all the time whereas a smarter guy might only do so when he's almost positive he'll get the steal. Telling a player exactly when to steal should incur a natural penalty because he's not going to be able to read the pitcher and go when he wants to go.

RE: Stealing

Posted: Thu May 25, 2006 12:22 pm
by tbear2b
I was under the impression that the stealing ability incorporated these things (ie when to steal, etc.), but that they don't necessarily have to do with taking extra bases on hits, or running the bases more generally, only with stealing.

RE: Stealing

Posted: Thu May 25, 2006 4:24 pm
by Amaroq
The "Steal 2nd" command *is* a green light, not a go command - your guy doesn't always get a jump. However, he does jump frequently enough that it feels like a 'must go'.