Scott0530's Success Mode Guide

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Revision as of 19:06, 11 November 2012 by Dishnetkid (Talk | contribs)
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Editor's Note: Some cleanup of this article, especially the tables and pictures, will be needed. Please help in any way possible! -dishnet

Contents

Introduction

When I first started playing Success mode in Power Pros 2007, I will have to admit, the players I made weren’t very good. In fact, they were downright lousy. I was happy if I made players with E and D attributes and was thrilled if I could get their power levels to just sneak into the C-range; or if I could create a pitcher whom I could scrape B-level stamina out of, achieve an 87 MPH fastball and maybe a level one or two breaking pitch or two.

After plodding around like that for some time I started to think there had to be a better way of creating good players. Lo-and-behold I found the Power Pros Forums on the internet and found exactly what I was looking for; a strategy for creating both great pitchers and one for creating great position players. I found the basis for creating fielders here, and creating pitchers here.

These ideas/methods were a great start. Now, how to formulate a plan to actually create good players using these methods, that was a whole other ball of wax, and there were no shortage of suggestions.

Most folks, and the one I will employ in my system, used the gambling/saving and loading method; practice once and gamble on abilities to raise them quickly; save the game often and quit/reload if you have a negative. Since this was the most efficient way to upgrade players, I decided to stick with this method.

Going with gambling, the most popular way I saw to gamble was to obtain the gamblers ring. As I looked around the forum, I found the three most popular methods for getting the ring were to wait for the following random events:

  • Save and load for surprise bag
  • Shady Accessories
  • Room cleaning

I also found ways to upgrade attributes through random events that would happen in the game that would raise power, stamina, fielding abilities, hitting abilities, etc. Some of the more popular ones I found were:

  • Letter from Major Leaguer
  • Dr. Goodjob
  • Dad’s training
  • Dating

Now, I won’t say I didn’t find other ways to upgrade abilities or get the gamblers ring; these were just the most common ones.

Using what I found I started trying to create players with all the information I found. And what I discovered was that this took a lot of patience. Saving and loading was time consuming enough, but I would literally spend hours just trying to get the gamblers ring and more hours trying to get all the random events to appear that I wanted to use to boost my abilities. Using these methods was taking days, and my players were still nowhere near done. My biggest issue:

  • The gamblers ring; it would take hours to finally get the correct random event to cooperate to just get the darn thing. And when you finally got it…
  • The Gamblers Ring always breaks! Half an hour to upgrade a curveball wasted!
  • Constantly saving and loading for random events to upgrade abilities.

Here, is where I would like to praise those of you who have the patience to sit there for days on end to create a player… I commend you for your stick-to-itivness.

I, however a patient person I’m, figured there had to be a faster way to make players that were just as good as the ones I was seeing people create by somehow eliminating the gambles ring and eliminating the need to save/load for a ton of RE’s that were extremely difficult to get. Surely I could find a way to create a pitcher that could throw 105 MPH and have 4-5 different breaking balls. There had to be a way I could create a fielder with all A & B abilities and 230 power.

Turns out, I was right. Well, I was close to right. While I may never be able to create a maxed out player with the systems I have created, I have been able to make some great players that nobody would be unhappy to have made. And these aren’t just one dimensional players either; these are all round great players who all have high stats and abilities.

What is my secret, you ask? Don’t laugh, because I know some of you will: I traded using the gamblers ring for gamblers tickets. I know it sounds silly but, used the correct way; this is a very effective strategy for creating fantastic players.

Ok, so hear me out. By switching to gambles tickets, you are going to save a ton of time having to wait for the Gamblers Ring to appear, not to mention not having to constantly deal with the thing breaking and having to boost the same level ability twice; three times if the darn thing keeps breaking. Yes, there will be some saving and loading involved to boost abilities, but not nearly as much as with the ring. Since you will need gamblers tickets, you are going to lose training time having to work to make sure you have the money you need to buy tickets, as well as other things that are required for gambler upgrading, but you will see the tradeoff is well worth it.

This system also eliminates the need for random events to upgrade your abilities; 99% of all abilities are going to be upgraded with full point or gambled for. With that said, however, we are still going to use some RE’s to upgrade abilities, just not a lot. In fact, most of the saving and loading you will need to do for random events is going to be in year 1. After year 1, you will still going to need to S/L for RE’s, but very few are going to be for a specific event.

Need further proof creating players this way works? I offer up these two players I have created using this method for both a fielder and a pitcher. The first player is a right handed hitting shortstop and the second is a starting right handed pitcher. The “Start” line is the stats my player started with; “Target” was the goal I set to upgrade to, “Final abilities” are the abilities my player ultimately ended up with.

Sample Hitter Made with this Guide

Attributes Trajectory Contact Power Run Speed Arm Stength Fielding Error Resistance Abilities Equipment
Start Image:TRJ1.png Image:Rank_G.png 1 Image:Rank_F.png 38 Image:Rank_F.png 5 Image:Rank_G.png 3 Image:Rank_G.png 2 Image:Rank_F.png 4 N/A N/A
Target Image:TRJ4.png Image:Rank_B.png 12 Image:Rank_A.png 210 Image:Rank_B.png 13 Image:Rank_A.png 14 Image:Rank_B.png 13 Image:Rank_B.png 13 N/A N/A
Final Abilities Image:TRJ4.png Image:Rank_B.png 12 Image:Rank_A.png 210 Image:Rank_B.png 13 Image:Rank_A.png 15 Image:Rank_A.png 15 Image:Rank_B.png 12 Clutch Hit 4, Gold Glover, Consistency 4, Power Hitter, Contact Hitter, Spray Hitter, Pivot Man, Throwing 4, Cannon Arm, Slugger, Barehand Catch, Tough Runner On Fire Arch (Power +5)

Sample Pitcher Made with this Guide

Attributes Fastball Control Stamina Sinker Drop Curve Change 2SFB Abilities Equipment
Start 79 MPH Image:Rank_F.png 101 Image:Rank_E.png 59 0 0 0 0 N/A N/A
Target 96 MPH Image:Rank_B.png 165 Image:Rank_A.png 200 6 5 4 2 N/A N/A
Final Abilities 96 MPH Image:Rank_B.png 165 Image:Rank_A.png 199 6 5 4 2 Dr. K, Recovery 4, Consistency 4, Fastball Life 4, W/RISP 4, Strong Finisher, Groundball Pitcher, Poise 4, Good Pace, Release 4, Good Low Pitch, Tough Runner Soles of Angels (Stamina +6), Pitching Heart (Stamina +5, Control +5)

See. Not bad, eh? Just about every single ability you see here was earned by using the gambling system I created; error resistance you will mainly upgrade using full point to upgrade and you will run into a special ability or two just by dumb luck throughout the game. And while these players aren’t the maxed out mega players some folks are able to make (much respect again for those folks), there is no disputing these two guys would be by far the best all-around players on any roster.

Now that you have just seen a broad overview of how my strategy works, I would now like to show you, step by step, how to create these type of players.

While I was developing this strategy, I put together a player guide to keep track of timeline, events and character commands to name a few. I’m going to use parts of the player guide to give a visual reference of my strategy.

I hope you enjoy reading this guide and have great success creating your players!

How To Read This Guide

Before we jump into player creation, I thought it would be a good idea to give you a quick overview of the player guide I created. This will show you how I write character commands, color code upgrades, show built in and random events, etc.

Let me take a moment to explain Event Before/After character command using the above example:

Once you give your character his initial command of the game, the calendar will change to Wk. 4 September. Before you get to your second command, Alvin will become your rival, and then you will return to your “Dorm” screen and be asked to give another command. After you give your character his second command, week 4 September, the Fate Card system will be active, and then the calendar will change to October. Essentially, those events will happen in the same week, this guide will show you exactly when during that week those events will happen.

Save and load for on a built-in event means you are looking for the game to react a specific way to that event that will be in your favor. Here our character is being commanded to work, and then we are looking to be successful playing a challenge card for a raise at the pizza place.

When you rest and hyper recover, you will see the recovery show up in blue, showing how many bonus points you will receive. Upgrades that are highlighted in red, you will pay full upgrade price for; upgrades labeled in green will be gambled for. Always upgrade red abilities first, then use remaining points to gamble.

Using the above as an example creating a fielder:

After you rest and hyper recover you will use your strength points to upgrade your power, as shown in red. Once you have upgraded your power, you will use the leftover strength points and the quickness point you earned for hyper recover to upgrade your run speed by gambling, shown in green.

Doing the same for a pitcher will look like this:

Anytime you have to save/load for a random event, the event will appear in orange.

Creating Position Players

WORK IN PROGRESS

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