Super Mega Baseball 3

Super Mega Baseball 3

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iRaphahell Jul 5, 2020 @ 4:51pm
I wish you would get more money in Franchise Mode
I was hoping in Franchise mode I can get to build the best team, with best pitchers, fastest players, strongest batters etc, I was hoping I can build the team up as I go through seasons but it seems it's not really the case

The progress is very very slow because although for example I won all the games and never lost I don't get rewarded in any way, I think the top 3 teams for example should receive more money as a reward to upgrade the players, sign better ones, player development I feel is way too slow and I barely upgrade couple of characters during a season and it's not even that big of an upgrade
Originally posted by BigRowdy:
Player development is based on your overall team rating. In other words if you want to develop a bunch of nobodies into superstars, you have to dump ALL your good players. Plus if you won ALL your games and never lost I am assuming your ego setting was pretty low. I'm not sure about this but I think the higher the EGO rating the more rewards as far as development.

And if you won all the games what the heck are you trying to get? They are already the best.
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BigRowdy Jul 6, 2020 @ 12:09am 
Player development is based on your overall team rating. In other words if you want to develop a bunch of nobodies into superstars, you have to dump ALL your good players. Plus if you won ALL your games and never lost I am assuming your ego setting was pretty low. I'm not sure about this but I think the higher the EGO rating the more rewards as far as development.

And if you won all the games what the heck are you trying to get? They are already the best.
iRaphahell Jul 6, 2020 @ 4:40am 
You are correct, I've upped the difficulty and signed off some good players and I've gotten from the usual 50k development points per win to 700k for a win

I've gotten the game couple of days ago and I've started with a low ego and upped it as I've gotten better, although I have 0 loses with my team the matches are tense and it makes it fun

I am at 40 ego at the moment and it's pretty challenging, I was having it set to 32

Thanks for helping out, I appreciate it!

BigRowdy Jul 6, 2020 @ 5:09am 
Originally posted by iRaphahell:
You are correct, I've upped the difficulty and signed off some good players and I've gotten from the usual 50k development points per win to 700k for a win

I've gotten the game couple of days ago and I've started with a low ego and upped it as I've gotten better, although I have 0 loses with my team the matches are tense and it makes it fun

I am at 40 ego at the moment and it's pretty challenging, I was having it set to 32

Thanks for helping out, I appreciate it!
NP> :)
Kruztee Jul 6, 2020 @ 4:22pm 
I feel like that I should just point out that win or lose, the amount of development money that you receive is the same. It's calculated by subtracting your combined roster salary from the salary cap (which the same for every team in the league). That number is then divided by the number of regular season games.

TL:DR There is no bonus or penalty for winning or losing games.
iRaphahell Jul 7, 2020 @ 1:02am 
You are correct, when I initially starter playing Franchise I hoped that winning will give you more money and successful teams with lots of wins will have more money than the ones that lose more often, so you have money to build an ultimate team, sign players off and get better etc

But it's actually dependent on the surplus that you have, that's why you need to sign off the good players to get a bigger budget, because my surplus was 800k and I was receiving 50k development points per game and that's very very low I couldn't afford to upgrade anyone

Now I have 20M budget and I get 700k per win in development points which is more decent
BHunterSEAL Jul 7, 2020 @ 1:52am 
For a $45 game whose only major feature addition (I don't consider mishandled pitches and pickoffs to be particularly groundbreaking) over SMB2 is Franchise Mode, I've been a bit disappointed with the depth. I more or less don't mind the lack of a 'realistic' contract / trade system, but both success and lineup construction should influence a team's development. Here are a few easy-to-implement mechanics that could add some much-needed depth to Franchise Mode:

1) Usage and season-ending hitting / pitching statistics--relative to the average of the players at the same position on active rosters--should have an impact on whether players choose to leave, making that mechanic feel less like a random obstacle.

2) Usage and (potentially) success in a game should boost the chance of a 'critical success' for existing Player Development Opportunities, encouraging managers to put developing prospects in the lineup even if less-capable than veterans. For example, if a player's opportunity has a 5% of +10 Speed, and the player is used (maybe with a PA or IP threshold to prevent abuse) before the opportunity is purchased or expires, the chance could increase to +15% or +20% if the player is one of the Three Stars.

3) Teams which make the playoffs should get small bonuses to the total budget available starting the next offseason, with larger increases for teams that advance or win the championship. The effect should only last through the next Season, following which budgets would reset to the baseline unless their performance warrants another bonus. This keeps things from snowballing and teams remain balanced around the original salary caps, without the need for a more complex dynamic salary-cap recalculation over multiple seasons. To prevent a scenario where a team has negative income for Player Development, if a team's budget resets to below the total of its player salaries, a Departure would trigger for a random player (B+ or below) with a replacement available cheap enough to bring the team back under the cap.

4) Teams that miss the playoffs could potentially get something styled after the MLB draft--maybe an "Offseason Round 0" where only they can choose between a selection of B- to B+ rated players aged 18-23, with late-season salary expectations (i.e. much cheaper than comparable players appearing in Offseason Round 1).

ysureshot Jul 7, 2020 @ 5:26pm 
Originally posted by BHunterSEAL:
For a $45 game whose only major feature addition (I don't consider mishandled pitches and pickoffs to be particularly groundbreaking) over SMB2 is Franchise Mode, I've been a bit disappointed with the depth. I more or less don't mind the lack of a 'realistic' contract / trade system, but both success and lineup construction should influence a team's development. Here are a few easy-to-implement mechanics that could add some much-needed depth to Franchise Mode:

1) Usage and season-ending hitting / pitching statistics--relative to the average of the players at the same position on active rosters--should have an impact on whether players choose to leave, making that mechanic feel less like a random obstacle.

2) Usage and (potentially) success in a game should boost the chance of a 'critical success' for existing Player Development Opportunities, encouraging managers to put developing prospects in the lineup even if less-capable than veterans. For example, if a player's opportunity has a 5% of +10 Speed, and the player is used (maybe with a PA or IP threshold to prevent abuse) before the opportunity is purchased or expires, the chance could increase to +15% or +20% if the player is one of the Three Stars.

3) Teams which make the playoffs should get small bonuses to the total budget available starting the next offseason, with larger increases for teams that advance or win the championship. The effect should only last through the next Season, following which budgets would reset to the baseline unless their performance warrants another bonus. This keeps things from snowballing and teams remain balanced around the original salary caps, without the need for a more complex dynamic salary-cap recalculation over multiple seasons. To prevent a scenario where a team has negative income for Player Development, if a team's budget resets to below the total of its player salaries, a Departure would trigger for a random player (B+ or below) with a replacement available cheap enough to bring the team back under the cap.

4) Teams that miss the playoffs could potentially get something styled after the MLB draft--maybe an "Offseason Round 0" where only they can choose between a selection of B- to B+ rated players aged 18-23, with late-season salary expectations (i.e. much cheaper than comparable players appearing in Offseason Round 1).
I like your ideas. Hope something like this will make it to the game.
iRaphahell Jul 8, 2020 @ 1:21am 
I agree with you guys, franchise mode definitely can be improved to the better, hopefully they'll do it in the next game or patch to this one
Last edited by iRaphahell; Jul 8, 2020 @ 1:35am
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Date Posted: Jul 5, 2020 @ 4:51pm
Posts: 8