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Super Mega Baseball: Three Things To Improve the Experience

18 games into my first Super Mega Baseball season, and my Sirloins team of “extreme power hitters” has already drawn 221 walks, netting an average of 12.3 walks per match. The most-walked team in Major League Baseball last year, the Oakland Athletics, averaged 3.6 walks per game.

In a video game where all the athletes have gigantic heads and hold gargantuan bats, seasoned sports gamers might expect Super Mega Baseball's long ball statistics to be a bit inflated; but three weeks in, and the game's small ball stats are what appear surprisingly off-mark.

The downloadable title's single difficulty slider (labeled “ego”) doesn't seem to be influencing its unusually large walk totals, as I've batted against computer clubs as low as 39 ego and as high as 99 ego, encountering similar behavior from every pitching staff.

It was a “99 ego” game against the Blowfish, for instance, where I saw a freshly entered CPU reliever walk seven straight batters before finally being sent to the showers.

Sometimes, the walks are inexplicable, like in the abovementioned link. More commonly, they are a result of pitchers with low stamina/low mojo being left on the mound for far too long. The computer-controlled skippers in Super Mega Baseball seem completely ignorant of the appropriate times to take the ball away from a failing pitcher.

I've seen a starter get shelled for nine runs in the second inning before she was mercifully relieved.

I've watched exhausted relievers soak the mound in sweat, throwing meatball after meatball, while a healthy closer sits unused in the bullpen.

Essentially, the computer managers in Super Mega Baseball seem to be watching these games with pencil erasers stuffed in their ears and peanut shells covering their eyes.

When you consider how tiny clubs' bullpens actually are -- just two relievers and one closer –- Super Mega Baseball gives its managers no room for mistakes. Wasting even one of the four available pitchers can create catastrophe by the time a game reaches inning eight or nine. If a contest enters extra innings, it's a safe bet that the CPU side will eventually collapse from pitcher attrition.

Teams have the option of bringing two other members of their starting rotation out of the bullpen at any time, but it's a move that I've never seen the computer make. Super Mega Baseball's sadistic AI would rather watch its closer fully deplete his/her energy and get absolutely wrecked for a 10-run inning than substitute a precious starter.
 


How should Super Mega Baseball solve these problems? Here are three suggestions that would improve the game's imbalanced single-player experience:

1) Add a long reliever and a set-up man to every bullpen, expanding their size from three pitchers to five.

2) Give each coach two “mound visits” to use at any time during a nine-inning game. For five-inning games, only one mound visit would be allowed. Mound visits would partially restore the current pitcher's mojo, boosting it by 20 percent of the present value.

3) Smarten the CPU's evaluation of whether or not to remove a pitcher who is tired or is performing poorly. Also make the AI more likely to leave in successful starters who have lots of stamina left, instead of pulling them for no reason around the sixth or seventh inning.


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Member Comments
# 1 burjeffton @ 01/09/15 04:07 PM
Great ideas. The walks are definitely out of proportion, but I can't get enough of the pitcher/batter interface.

I've also noticed that when I sub in a new pitcher to face the CPU, I immediately get shelled. For 2-3 batters minimum, the CPU players become Miguel Cabrera. Not sure if anyone else is having this problem... Yesterday I threw a slider 6 inches outside with my first relievers' pitch and the CPU pulled it over the fence (51 Ego).
 
# 2 Simple Mathematics @ 01/10/15 10:25 AM
I love these ideas. I don't have an issue with walks though. I'm a free swinger. If it's close, I'm swinging.
 
# 3 hort22 @ 01/10/15 11:55 AM
Quote:
Originally Posted by burjeffton
Great ideas. The walks are definitely out of proportion, but I can't get enough of the pitcher/batter interface.

I've also noticed that when I sub in a new pitcher to face the CPU, I immediately get shelled. For 2-3 batters minimum, the CPU players become Miguel Cabrera. Not sure if anyone else is having this problem... Yesterday I threw a slider 6 inches outside with my first relievers' pitch and the CPU pulled it over the fence (51 Ego).
happened to me 2 games in a row on ego 52 or 53...was playing with my crocs and brought in the closer both times in the 9th and he got shelled bad!
 
# 4 CMH @ 01/11/15 10:13 PM
Agreed on all three.
 
# 5 allBthere @ 01/13/15 05:37 PM
I walk about 1-2 times a game and many I've had with zero.

My question to you is are you choosing NOT to swing at good pitches? Because the only times I walk is usually when I get 4 balls in a row or 3-0 and I foul off something and get another pitch out of the zone.

I'm not saying your wrong, but I rarely get an at bat without a juicy pitch in the zone.

Your language and tone seem like you're a hardcore baseball nut (no offense at all) ... and if you're going crazy difficult sim in a game like the show, I'm not surprised you're managing to 'break' the cpu like that. For me, when I get Dolf Lungren up at the plate, I'm looking to hit a HR every single time! so in that sense, I think the mentality you go in with, to at least some extent, will determine your experience - I'm not ever TRYING to walk, whereas in the show or real life, sometimes you would be...

In my season, I didn't have a single player in the walks leaderboard and I also won the division/lead league in wins...
 
# 6 CMH @ 01/14/15 09:34 PM
Yeah I go hacking. But still can draw a walk.

If the game is pushing for me to hit .450 with guys and have 10+ home runs in a short season, then I'm going to treat it in that same fashion.

sent from my mobile device
 

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