I picked up a guy in the Rule 5 draft who was a AAA-quality pitcher who got a huge DitR bump the previous season. I decided to see how much I could develop him without wrecking my team; the goal was to get him as many 5-pitch outings as possible. Here were the results (he got hurt a little before roster expansion, would have got 140 games):
The development outcome kinda disappointed (I did this in S54, hoped for more after the massive S53 DitR bump)
| Event |
Season |
St |
Con |
VsL |
VsR |
Vel |
GB |
P1 |
P2 |
| Spring Training |
53 |
33 |
75 |
30 |
38 |
26 |
53 |
57 |
64 |
| Spring Training |
54 |
47 |
84 |
45 |
55 |
26 |
54 |
64 |
64 |
| Spring Training |
55 |
48 |
87 |
52 |
63 |
26 |
54 |
69 |
69 |
But that's not the point. The point is, how did I get simmy to choose my worst pitcher 125 times? To do this, I took advantage of the fact that when the sim chooses a starting pitcher to relieve, it reliably chooses the pitcher farthest away from the starter, and works its way back towards the starter. So I set up my staff with:
- The DitR as the only reliever; SuA or SuB doesn't matter
- My today SP as SP1, and my tomorrow SP as SP2.
- The 4 relievers I wanted to use for any given game lined up as SP6-3, in that order.
I don't recommend this strategy in the majors unless you have several relievers whom you can give 20/25 pitch settings, and who are all about equal in quality to each other; this happened to be true for this staff. I also don't recommend using this strategy unless you can really tweak your setting every single freakin' 8 hour cycle; all hell breaks loose if you miss two games, and even one miss can get moderately ugly. But I might try this in my minors, to maximize top prospect development; there are some 3 month parts of my year when I can pretty reliably update my staff settings every 8 hours, and I care much less if all hell breaks loose at High A anyway.