Rudy Fox

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Contents

Character Background

Rudy Fox, also known as the Scout, is a recurring character in Success Mode. He works as a scout for the player's favorite major league team (the one you chose as your favorite team during character creation).

As the scout of your favorite team, Fox plays a critical role in completion of Success Mode; since he is the one who will offer a contract, Fox's evaluation will ultimately determine whether the player will get the happy ending, after which the player's character can be saved to memory.

Appearances

2007

In Success Mode 2007, Fox is an old neighbor and friend of the player character's father. Fox's daughter is Becky, the player's childhood friend who joins the Tulips as assistant manager.

Fox agrees to drop by the Tulips' practice at Becky's request, and also arranges for Stone to become the team's coach.

Although initially impressed only by Alvin, he later comes to recognize the potential of the player. If Becky invites the player over for dinner, or on a Christmas date at her home, the player will meet Fox and have a chance to impress him further.

Fox may encourage the player's father to train his son in the ways of baseball.

If the player successfully completes Becky's arc, at the end of the game he will starting living in at Fox's house to prepare for the minor leagues.

2008

Fox has a diminished role in Success Mode 2008, sticking to his scout duties. The player does not even meet him before his first season in over.

The Scout's Test

The Scout can randomly come by and offer the player a test. Successful completion of the test will raise the Scout's evaluation, while an unsuccessful one will lower it. Small amounts of experience points are also awarded based on the outcome of the test.

In Success Mode 2008, the player will be given this test as a key event at the end of Year 1. The tests are similar to the ones in Practice Mode.

Hitting

If the player is a position player, he will face a random pitcher on his team. He will get 10 pitches to score equal to or higher than the passing mark, which is set by the Scout's current evaluation of the player (higher eval means higher passing mark). Balls do not count toward the pitch count, and the player will get another pitch to hit.

Scoring System
Outcome Points
Strike / Foul / Out 0
Single 4
Double 5
Triple 7
Homerun 8
Sac bunt 1
Ball 1

Alternatively, the player can challenge the Scout to give him a tougher test, where the player will be required to hit a homerun against a random teammate pitcher in a simulated at-bat.

Pitching

If the player is a pitcher, he will be given 10 pitches to hit specific locations shown by a target square. The player scores point(s) for every pitch thrown in the right location, and will pass the test if his total score after 10 pitches is equal to or higher than the Scout's passing mark. Like the Hitting Test, Scout's current evaluation of the player will determine the mark.

The target will start moving and grow smaller with each successful attempt. The speed of movement will also increase, as well as the award points for successfully hitting the target. Hitting the center of the target will give additional points.

As in the hitting test, the player can challenge the Scout for a tougher test, in which the player will be required to strike out a random teammate in a simulated at-bat.

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