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Carrryover Points/Commands Meter Explained https://www.mlbppworld.com/viewtopic.php?f=12&t=1999 |
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Author: | SmilingFaces96 [ Tue Nov 11, 2008 3:16 pm ] |
Post subject: | Carrryover Points/Commands Meter Explained |
Main post has been updated with corrected information concerning Carryover Chocolates discovered after further analysis done on 11/12/2008.
Example Setup - 93 Energy Points, Carryover Chocolate (CC) Eaten on Week 2, 3 Carryover Points remaining from Week 3 Week 4 -> Previous (3) + Chocolate (3) + Energy (4) + Auto (11) = 21 CP Starting - Event (10) - Practice (10) = 1 CP Remaining Week 1 -> Previous (1) + Chocolate (3) + Energy (4) + Auto (11) = 19 CP Starting - Game (10) = 9 CP Remaining Week 2 -> Previous (9) + Chocolate (3) + Energy (4) + Auto (11) = 27 CP Starting - Event (10) - Event (10) + RE (1) = 8 CP Remaining Week 3 -> Previous (8) + Energy (4) + Auto (11) = 23 CP Starting - Progress (0) = 23 CP Remaining Week 4 -> Previous (23) + Energy (4) + Auto (11) = 38 Limited to 30 CP Starting .... In the example, note that the carryover chocolate no longer has any effect after week 2. If you wanted to continue the effects of carryover chocolates, then it should be eaten during week 2 again, sometimes. See warning below for planning carryover chocolate consumption. Warning Under certain conditions carryover chocolate should not be eaten every month. By asking yourself the question of "Will my commands meter ever generate any additional command opportunities?" If you answered yes, then eat the chocolate. If you answered no, then don't eat the chocolate. Example 1 Scenario 1 - Eating a Carryover Chocolate before you need to Current Status starting week 2 following a game: No Carryover Chocolate (CC) Effect, Energy 100, No RE to give extra CP Y1M5W2 -> 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Ending, CC eaten before last event Y1M5W3 -> Prev (0) + Ener (5) + Choc (3) + Auto (11) = 19 CP Starting - Event (10) = 9 CP Remaining Y1M5W4 -> Prev (9) + Ener (5) + Choc (3) + Auto (11) = 28 CP Starting - Event (10) - Event (10) = 8 CP Remaining Y1M6W1 -> Prev (8) + Ener (5) + Choc (3) + Auto (11) = 27 CP Starting - Game (10) = 17 CP Remaining Y1M6W2 -> Prev (17) + Ener (5) + Choc (3) + Auto (11) = 36 CP Limited to 30 CP Starting Total Events/Practices/Games for last 4 weeks = 7, 30 CP Starting for Week 2 Following Game, and No CC in effect Scenario 2 - Eating a Carryover Chocolate when you need to Current Status starting week 2 following a game: No Carryover Chocolate (CC) Effect, Energy 100, No RE to give extra CP Y1M5W2 -> 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Ending Y1M5W3 -> Prev (0) + Ener (5) + Auto (11) = 16 CP Starting - Event (10) = 6 CP Remaining Y1M5W4 -> Prev (6) + Ener (5) + Auto (11) = 22 CP Starting - Event (10) - Event (10) = 2 CP Remaining, CC eaten before last event Y1M6W1 -> Prev (2) + Ener (5) + Choc (3) + Auto (11) = 21 CP Starting - Game (10) = 11 CP Remaining Y1M6W2 -> Prev (11) + Ener (5) + Choc (3) + Auto (11) = 30 CP Starting Total Events/Practices/Games for last 4 weeks = 7, 30 CP Starting for Week 2 Following Game, and CC in effect for next two weeks As you notice in the previous 2 scenarios, they both executed the same number of events and both have 30 CP available to start week 2. The difference is that the carryover chocolate is still in effect for 2 more weeks during the second scenario. In the following example, you will see how this sets up the ability to eat a carryover chocolate every other month. Example 2 Scenario showing eating a carryover chocolate every two months Current Status starting week 4: No Carryover Chocolate (CC) in effect, Energy 100, No RE to give extra CP Y1M5W4 -> Prev (6) + Ener (5) + Auto (11) = 22 CP Starting - Event (10) - Event (10) = 2 CP Remaining, CC eaten before last event Y1M6W1 -> Prev (2) + Ener (5) + Choc (3) + Auto (11) = 21 CP Starting - Game (10) = 11 CP Remaining Y1M6W2 -> Prev (11) + Ener (5) + Choc (3) + Auto (11) = 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Remaining Y1M6W3 -> Prev (0) + Ener (5) + Choc (3) + Auto (11) = 19 CP Starting - Event (10) = 9 CP Remaining Y1M6W4 -> Prev (9) + Ener (5) + Choc (3) + Auto (11) = 28 CP Starting - Event (10) - Event (10) = 8 CP Remaining Y1M7W1 -> Prev (8) + Ener (5) + Auto (11) = 24 CP Starting - Game (10) = 14 CP Remaining Y1M7W2 -> Prev (14) + Ener (5) + Auto (11) = 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Ending Y1M7W3 -> Prev (0) + Ener (5) + Auto (11) = 16 CP Starting - Event (10) = 6 CP Remaining Y1M7W4 -> Prev (6) + Ener (5) + Auto (11) = 22 CP Starting - Event (10) - Event (10) = 2 CP Remaining, CC eaten before last event If you notice M5 and M7 week 4 are identical; therefore, this can repeat itself, most likely during the 2nd year when playing the games. Strategy/Rules to Carryover Chocolate Consumption The following rules only apply when Energy is 100. All other energy levels, carryover chocolate should always be eaten. This assumes that you will always be using as many points per week that you can.
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Author: | odawali [ Tue Nov 11, 2008 4:20 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
Great info. About time someone figured this out. |
Author: | DrMario [ Tue Nov 11, 2008 4:59 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
odawali wrote: Great info. About time someone figured this out. Tell me about it. Thanks for figuring it out, I knew a little about it, but not the more in-depth things. |
Author: | apple4960 [ Tue Nov 11, 2008 5:27 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
All I knew was... bar goes up almost each week. Done. |
Author: | SmilingFaces96 [ Wed Nov 12, 2008 3:40 am ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
I have updated the main post to reflect changes I determined today -> Main post These changes were to reflect how long and under what conditions carryover chocolates expire. I determined that carryover chocolates expire after 4 weeks of use, no mater what you are doing. I also redesigned the way points were distributed and used during game weeks to make understanding the points usage easier. I also added some of this content to the wiki, through a link under the Success Mode Commands section. I don't think it looks quite right, but at least the information is there: Carryover Points |
Author: | SlimPickens [ Mon Nov 24, 2008 3:39 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
This post would be great for sticky. It is a cornerstone of good success mode play, and should be helpful to everyone who wants to play success mode um...successfully ![]() Bump. |
Author: | apple4960 [ Mon Nov 24, 2008 4:26 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
This isn't really for beating success mode, it's for beating it easily and making insane players, like SF does all the time. |
Author: | SlimPickens [ Mon Nov 24, 2008 6:48 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
Its not easy no matter how you do it... unless you consider s/l 1500+ times "easy"... but for those wishing to make maxed players, or even very good players, I think this guide is a real breakthrough to show people how important having multiple commands per week can be. Even if you dont plan on maxing players, I think knowing how the carryover point system works can really be of benefit, since it allows you to get more done even if you dont plan on s/l for a maxed player. If any Mods happen across this thread, would you be so kind as to consider it for sticky on top of page? Everyone who plays success mode will benefit from reading this. |
Author: | lanceberkman [ Tue Nov 25, 2008 1:21 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
I'm still confused on the carryover points you get from events and energy. Do the carryover points from REs apply to all weeks or just that one? And how do you view energy? |
Author: | SmilingFaces96 [ Tue Nov 25, 2008 2:00 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
Carryover points received from an RE only applies to the next week. Energy can be seen on your data page I believe where you view poor sense, good pace, good morale and the like. It is in the bottom right hand corner. It is a meter as well, but telling exactly how much energy you have is not likely. You will have to eyeball the meter into 5 sections, to determine if you are going to get a carryover bonus or not. It is possible to keep track of your energy, to tell how much you have. So with energy between 0-19 , you receive 0 additional carryover points 20-39 , you receive 1 additional carryover point 40-59 , you receive 2 additional carryover points 60-79 , you receive 3 additional carryover points 80-99 , you receive 4 additional carryover points 100 , you receive 5 additional carryover points Hope this helps! |
Author: | lanceberkman [ Tue Nov 25, 2008 3:13 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
Thanks! That answered my questions. ![]() |
Author: | apple4960 [ Tue Nov 25, 2008 4:31 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
Thanks. The best part about this forum are people like you. Doing all the hard work so I don't have to! ![]() |
Author: | odawali [ Thu Jan 01, 2009 4:34 am ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
Stickied thread as this is generally useful and well-organized info. |
Author: | shuuto12 [ Mon Jul 19, 2010 9:14 pm ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
I'm guessing the more commands you can do per week the more practice points you can gain, and the better players you'll have when you clear success mode? |
Author: | Eric Davis 44 [ Tue Jul 20, 2010 12:30 am ] |
Post subject: | Re: Carrryover Points/Commands Meter Explained |
shuuto12 wrote: I'm guessing the more commands you can do per week the more practice points you can gain, and the better players you'll have when you clear success mode? Yep. The earlier you build up your Energy meter (and eat Carryover Chocolates) the more commands you will have overall, and more commands = more of everything. |
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