League Rules, Edit List, and Schedule

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League Rules, Edit List, and Schedule

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League Rules, Edit List, and Schedule Brutalkid - 4-6-2011 at 09:50 PM
This league will be our first ever "Edited League". The rules (outside of the editting) will be fairly basic.

- Trade deadline for playoff eligibility of 9/1.

- One catcher of 50% ability or better on major league roster and starting at catcher.

- Amatuer draftees will show up around 8/15 each season.

- Games will run 9 per day.

- League will be by subscription of $7.50/mo.

- An owner that is inactive for 2 weeks or more, or fails to take place in the edit selecting process for more than 2 seasons without prior notification is subject to removal from the league.

- There will be 1 extra day between seasons to give me time to do the editing.
Note: This rule was 3 days, but in order to expidite the season we've voted to allow the season to start earlier, with the understanding that a couple days of games might go by before all the edits get applied.

- The teams that place 3rd to 8th in each league (AL/NL) will be able to select from a list of editting options to be applied after the amatuer draft runs. See the next post for more details.

- This will require a bit of a learning process. And I expect some of the edits to be changed to help balance out ones that are found to be to powerful or to weak. And I hope we'll be able to add a few new ones as we go. I also expect the process to change some as we find better and more efficient ways. So please be open minded to the fact that things will be changing here and this is still somewhat experimental.


[Edited on 3-3-2014 by Brutalkid]

[Edited on 3-21-2014 by Brutalkid]

Brutalkid - 4-6-2011 at 09:51 PM
Editing Rules

Teams that finish in 3rd to 8th place each season per league (NL/AL) will be able to select, in order of best to worst record, from a listed of options to edit their teams and players. Once a selection is made, it is removed from the list. The AL and NL will have separate and identical lists for now, but eventually when we get a few more options in it will be one list. The LCS losers will each receive a half a credit towards a future edit, and the WS loser will receive a quarter credit.

Edit options can be traded, but only once a guarantee of not making the playoffs has been established. Players who have previously been edited may be traded at will.

Owners can choose to save their edit credit for a future season. Edits that are stored as credits can be used in any future season and credits can be traded also. Edits from credits can be selected only after the initial 6 owners in your league choose their edit. Any edit that is left after the first six may be "purchased" with one full edit credit. Edits selected after the first 6 are taken can be selected up to 3 times by any single owner with enough full credits. Multiple owners may use a credit(s) on the same edit as long as it isn't one selected as part of the normal 6.

Once the edit is selected and locked in it may not be changed. However, owners have until the end of the season to select the players to have their edits applied to. The two exceptions are duplicate draftee and match highest improve (if being applied to a minor league improve); that player must be selected within the first month of the season. Owners may trade their selection later in the season if they wish, but if the players are not selected before season end then the edit becomes a credit.

New owners entering the league get a WildCard edit. If the team they are taking over has an edit credit, they can use it the season they take over or the next on any edit they want regardless of what has already been selected. If they do not have a credit to use then their first normal 1-6 edit will be a wildcard (I recommend trading for a credit if this would be the case).



[Edited on 4-7-2011 by Brutalkid]

Brutalkid - 4-6-2011 at 09:55 PM
Edit Selecting Procedures

1. The 3rd through 8th place teams in each division will chose, in order of finish, an edit to be applied early in the following season. Ties in the standings will be determined by the amateur draft results.

2. The first team to choose(3rd place) has 24 hours from the time the amateur draft runs to make their selection. Every team to follow will have their own 24 hour window which will start when the team before them makes their selection. Once a team makes their selection the team that chose before their selection is Locked In.

3. Anyone that does not respond during their 24 hour time frame will automatically have their selection Banked. Once an edit is banked by this rule it is Locked in to Bank and can not be changed, but the same owner can still use banked edits not to include this one.

4. Anyone can Bank their selection at any time. For anyone who banks their selection early we will consider their choice as having been made at the same time as the team that chooses before them.

5. Anyone can make their selection early, but it will be contingent on what gets chosen before their pick. I would recommend making multiple selections with priorities if choosing early. Just like banking we will consider the choice of anyone that selects early as being made at the same time as the owner that selects before them. Choosing to bank a selection does not Lock In anyone's pick.

6. Once all six teams, per league, make their selections an owner can ask to use up to 3 of their banked edits on any edit or edits not used by the 6 owners that selected edits for that season.

7. A player does not need to be selected at the time an edit is requested, but does need to be selected by the time Jet applies the edits, which is usually in the first 3 days of the season.

8. When a player or players are selected for an edit the name of the player and the player's 7 digit ID# need to be included.

9. All edits can be traded. If an edit is traded during or after the selection process the rules above for selecting apply. If an edit that is Locked In is traded it can only be used by it's new owner for the Locked In choice.

10. If an owner misses the edit application for any reason and wants their edit applied any time during the season we can still git it applied. It will usually take a few days to get it done and some restrictions apply, see Edit rules for details.

11. Anyone that selects an edit and doesn't use it by the end of the season will have the edit added to their edit bank as 1.0 edit credits.

12. If any owner wants to send their selection early via u2u to me they can, as sometimes an owner knows ahead of time that they wont have internet access for whatever reason when their time comes etc. I will post it during their turn to select.

13.Anyone who wants to use their default list for their edit selection can do so by posting on their Default top 6 edits list.
For any owner that chooses to do this the default list selection will go in to place as soon as their pick becomes available, with the owner naming player(s) at a later date.

Brutalkid - 4-6-2011 at 09:58 PM
Current edits available are as follows:

1. Complete Position Conversion & Skill Boost
Choose any 2 players to make a complete position conversion and gain +5/+5 to Arm/Range. Changing a pitcher to a hitter and vice-versa which will also result in a +3 to each of the 5 hitting categories or 3 pitching categories. If you want, you can gain a defensive boost of +10/+10 to Arm/Range to a player that does not switch positions.

2. Misc. Skills Enhanced
The non-improvable skills can be enhanced. Health, Leadership, and Bunting can all be increased. You can select any 2 to be applied to a player or split between two players. You can select Bunting or Leadership twice as your two picks if you want, but if you use one selection on health the second cannot also be on health. Below are the formulas which will be used for each option:
Health = old health + (100 - old health)/3
Bunting = Maximized (A+ bunting)
Leadership = old leadership + (100 - old leadership)/2

3. Max CP Increase
Max CPs per player increased from 5 to 8. Total spendable CPs still 15.

4. Bonus Offseason Improvement Chances
+30 offseason (major league) improvement chances. Can be distributed among multiple players.

5. Endurance Boost
+20 endurance to any pitcher(s). Can be distributed among multiple players. Maximum of +15 to any single pitcher.

6. Match Highest Improvement
Highest successful improvement number on any single player can be copied and used to replace the improvements gained to any other ability.

7. Extended Career
Reduce the age of any one player by two years. Player must be at least 30 years of age (offseason). Can only be used twice on any single player during his career, and the second time the players age will only be reduced by one year.

8. 25yo Offseason
Any player under 23 can get his offseason improvements as if he was 25. This is roughly the 2nd or 3rd best improvement year and gives decent learning credits to guys who play as youngsters. This can only be done once on a player.

9. Unretire A Player
Players can be convinced to come out of retirement and play one or two more seasons. For one season players will gain 8 points to all standard improvable attributes. For two seasons they will gain 5 to each in the first year, and 5 again the second year (note they will decline as normal between these years so your not really getting 10). This can only be applied once to any player. The player must have either retired from your team, or played the majority (or very close to it if he played for 3 or more teams) of his career with your team.

10. Career Year
A player can have all of his standard improvable abilities boosted 10 points for one season. Health will be maxed out at 100 for the season. This can only be applied once to any player.

11. Duplicate Draftee
Owner can have any single player drafted at pick #5 or below duplicated and added to their team.

12. Swap Or Blend Skills
Take a player and average out his improvable skills. For hitters, contact, power, and speed will be averaged and range will be averaged with arm. Pitchers can have their control and velocity averaged. Alternatively, owners can choose to swap the contact/power numbers for hitters and velocity/control numbers for pitchers. With the swap, the higher skills will lose 2 points each. For blend any overflow that doesn't divide evenly will go where I feel it is best (power, speed for hitters, control for pitchers).

13. Injury Time Reduction
If you take this option you get 60 days of injury reduction to be used at any point in any divisible number for the next three seasons. These should only be used on long injuries, as I might not get to the change for up to 24 hours. These can be used anytime during the season or post season, and as I subtract days I'll lower your balance. You can also trade days away to people.

14. Gold Glove Pitcher
Choose a pitcher to gain max (100 / A+) arm and range. In addition pitcher will gain max bunting, and minimum B(60 points) in CVR, PVR, CVL, PVL, and Speed. This should help with all the little things. Pickoffs will happen more often, less errors from the pitcher, and the pitcher will be much more successful at bunting runners across... as well as possibly being safe on the bunt himself. Once this edit is used on a pitcher he must play pitcher for the rest of his career. This edit can be seperated to give one pitcher the Def Skills of Max arm and Range, while another pitcher gets the bunting, hitting, and speed bonuses.

15. Balance
Choose one player raise all improvable skills to a minimum of 40 points.(40 points is a mid C), for hitters CVR, PVR, CVL, CVR, Speed, Range, and Arm, for pitchers Endurance, Velocity, and Control. Any skill that is over 40 points before this edit is applied will not change.

16. 18 year Minor League season
Choose a player OS 24 year old or younger to receive minor league training as an 18 year old for a season.

17. Team Training
Pick one of the following 4 options to give your entire team extra specific training.
Technical - All players receive +1 to CVR, CVL. and Control.
Strength - All players receive +1 to PVR, PVL, and Velocity.
Conditioning - All players receive +2 to Speed and Endurance.
Defense - All players receive +2 to Range and Arm

18. Power-ups
Choose one of the following four options.
a. Power Boost - Add +6 to PVR and PVL to any player os age 23yr and under.
b. Contact Boost - Add +6 to CVR, CVL, & Speed to any player os age 23yr and under.
c. Control Freak - Add +6 to Control to any Pitcher os age 23yr and under.
d. Power Pitcher - Add +10 to Velocity to any Pitcher os age 23yr and under.

19. Tommy John
Choose any pitcher.
The pitcher is disabled for one entire season, but gets a 10 point boost in control.
This edit can only be used once per player.
A team can only use this edit once a year, even if an edit is acquired from the other league or if edit credits are used.
(For now, when a T.J. player is injured the owner needs to place him on the major league roster, then on the DL. Jet will come back and adjust the return date)

[Edited on 4-7-2011 by Brutalkid]

[Edited on 4-23-2011 by Brutalkid]

[Edited on 5-23-2011 by Brutalkid]

[Edited on 7-4-2011 by Brutalkid]

Brutalkid - 4-6-2011 at 10:05 PM
League Schedule

Here is the schedule for your league. The first season will start on Saturday.

Regular Season Games
7:36AM
8:36AM
9:36AM
12:36PM
1:36PM
2:36PM
5:36PM
6:36PM
7:36PM

Playoffs:
7:36AM OffDay/Tiebreaker
9:36AM Game 1
10:36AM Game 2
11:36AM OffDay
12:36PM Game 3
1:36PM Game 4
2:36PM Game 5
3:36PM OffDay
4:36PM Game 6
5:36PM Game 7

OffSeason:
1:36AM Immediately after the WS.

Amateur Draft:
11:36AM Later that morning

Off Season schedule

Day 1: Amatuer Draft
Day 2: Pause Day / Edit Draft selections finalized by 11pm ET.
Day 3: Next Season Starts

Brutalkid - 4-23-2011 at 04:14 AM
List of players that have had Tommy John surgery.

Year - Team - Name
2036 - Boston - Tommy John John Bradley(8766298)

2037 - Boston - Tommy John Bill Scott(8822307)

2038 - Cleveland - Tommy John Culley Harris(8822336)

2049 - Arizona - Tommy John to P.Williams(9364472)

2049 - Colorado - Tommy John on Roger McCabe(9364436)

2050 - Colorado - Tommy John on Dave Reed(9494669)

2057 - San Francisco - Tommy John on Griffin(9713794)

2061 - Cleveland - Tommy John to Carden(9846594)

2070 - Pittsburgh - Tommy John on Parker(10415898)

2070 - New York N - Tommy John on Ross Paschal(10086300)

2071 - New York N - Tommy John - Charlie Rambert(10198055)

2072 - Boston - Tommy John on Armando Scharein(10302896)

2073 - Atlanta - Tommy John Dave Mills(10607680)

2082 - Chicago A - Tommy John on Allen Kalahan(10566584)

2083 - Chicago A - Tommy John For Roy Long(10566596)

2084 - Chicago A - Tommy John Mike Porthro(10641951)

2085 - Seattle - Tommy John Roberto Castro(10733146)

2086 - Boston - Tommy John on Steve Ford(10946383)

2087 - Pittsburgh - Tommy John on Buhner(10911790)

2087 - Baltimore - Tommy John on George Correa(10762696)

2089 - Kansas City - Tommy John on: Doc Snyder(10979435)

2089 - Pittsburgh - Tommy John for Marichal(11009861)

2093 - Arizona - Tommy John on R.Arroyo(10979484)

2094 - Arizona - Tommy John on B.Donovan(11047944)

2101 - Baltimore - Tommy John - J.Goodwin(11236694)

2103 - Colorado - Tommy John for Jose Fisher(11318917)

2105 - Chicago A - Tommy John on: F.Carroll(11483685)

2105 - San Francisco - Tommy John on S.Loughlin(11260585)

2107 - Washington - Tommy John Garland Webb(11396079)

2108 - Washington - Tommy John for John Cort(11421488)

2115 - Atlanta - Tommy John on Willard Brower(11585386)

2118 - Atlanta - Tommy John on Dib Mattox(11775527)

2121 - Atlanta - Tommy John on Bob Armstrong(11888520)

2124 - Pittsburgh - Tommy John on Salty Davis(11911450)

2125 - Los Angeles N - Tommy John on Mike Justice(11818973)

2126 - Washington - Tommy john on Fred Dozier(11932343)

2130 - Atlanta - Tommy John on Haystacks Calhoun(11981161)

2132 - Chicago A - Tommy John on Sam Arias(12283919)

2133 - Chicago A - Tommy John on Greg Milligan(12342947)

2135 - Chicago A - Tommy John on Tom Knisely(12303494)

2138 - Atlanta - Tommy John on Bob Moriarty(12484226)

2139 - Chicago N - Tommy John on K.Fukudome(12507401)

2140 - Arizona - Tommy John on Cy DeJesus(12362121)
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