Friday, March 6, 2015

Introducing BetaBall: Part Three

Probability of scoring a Defensive Point

DPP Scenarios with           Running distance        Probability of a point
Strike-out                               120 meters                            65%
Ground out to first                 95 meters                              40%
Line drive out                        100 meters                            50%
Infield Fly out                                    70 meters                              30%
Short Foul out                       80 meters                              30%
Long fly or foul out                70 meters                              30%
Pick-of at first base               80 meters                              25%
Pick-off at second base       60 meters                              <5%
Pick-off at third base            28 meters                              <1%

Scoring Example:
Assume the league has declared that 5 Defensive Points (DP) will convert to 1 run. But DP are still cumulative so the score is always quoted to the first decimal place.  To explain, let’s say the score after the top of the 9th inning is  5.0 to 4.6 for the home team.  Game over?  No. The home team must hit in the bottom of the last inning because the visiting team could score 2  Defensive Points and tie the game; or score 3 DP’s to win the game. In tie situations after 9 innings, the top half of the 10th inning will almost always decide the game since both teams can score.  Extra innings are very rare in BetaBall. As Yogi said: “It’s never over until it’s over”.

Worst Situation:  In BetaBall, a hit or lead-off walk is the worst scenario for the defensive team. It negates the possibility to score any defensive points in that inning unless the runner is picked-off, or doubled-off, or scores on a home run thereby reopening the possibility of defensive points in that inning.

Therefore the strategy for the batting team in BetaBall is to get a lead-off walk or a runner on base at any cost. The fielding team then has no opportunity for further defensive points in the inning unless there is a home run.

BetaBall rules deliver a very different game than baseball. New scoring, new strategies, new skill priorities, new statistics, faster action, different skills (a 120 meter dash 40 times a game), and a faster pace, (3 strike outs; and 3 ball walks).  The pprobability that an offensive run will be scored when the lead batter walks or hits safely is 38%.

DPP:   Defensive points are possible in all situations where the bases are empty and the batter is out by strike-out, line drive, fly out, ground out, or a foul ball is caught; then the batter must round and tag the bases and tough home plate before each defensive player has handled and touched the ball.  If the batter is successful, his team avoids a defensive point. If each defensive team player can handle or touch the ball and return it to home plate before the batter; then the defensive team is awarded a defensive point. Cumulative defensive points convert into “runs” at benchmark levels determined by each league.

Conclusion: The result  is a game where both the offense (batting team) and the defence (fielding team) can score; and during an eligible play (DPP)  The offensive batter will suddenly be on defence defending his team to avoid a defensive point; while the fielding defensive team is suddenly on offense and into a routine that can win them a defensive point.  This substantially differentiates BetaBall from traditional baseball.  The scoring, strategy, skill sets, physical and endurance parameters of the game are dramatically different. Running ability is a priority while batting power is less of a priority. This caters to Asian players who are smaller, faster, and less powerful then their North American counterparts.

BetaBall Statistics:
Statistics are a hallowed part of all sports. BetaBall will stimulate some new data for individual players and teams:
1.    Individual base running speeds.
2.    Number of Defensive Points per inning:
3.    Number of DPP points per game / season:
4.    Percentage of DPP opportunities that resulted in Defensive Points
5.    Percentage of DP’s on strikeouts / ground balls, pop-ups, fly outs, lie drives, foul balls caught/ etc.
6.    Base running time from home plate /first base / second base/ etc.
7.    Catching errors on DPP’s per 1000 opportunities.
8.    Throwing errors on DPP’s per 1000 opportunities.
9.    Player rankings by team for base running speed.
10. Team rankings for base running speed.
11. Team rankings for all 9 fielders to touch or handle the ball and get it to home plate.

BetaBall Sevens 7770.  Format for weekend Tournaments

BetaBall Sevens is a smaller shorter version of the 9 player BetaBall game previously described. It is designed for fast paced weekend tournaments for 16 – 24 teams over a 3 day weekend.  Games are normally 30-45 minutes.

7 players play for 7 innings on a narrower 70 degree vector field. All 7 players must handle the ball on all DPP plays. 2 outs per inning. 2 strikes you are out, and 3 balls to walk. Bases are laid out in a diamond shape rather than a square box shape; and are approximately 28 meters to first, 24 meters to second, 24 meters to third, and 28 meters to home. Base runners cannot lead off from first or second base.  The game is about 30-45 minutes in length.

To repeat, BetaBall 770 is a modified game designed for 3 day tournaments with 7 players (2 outfielders, 3 infielders, a pitcher and catcher) on a 70 degree vector field with 4 bases in a diamond shape; in contrast to the regular BetaBall 90 degree vectored field with 4 bases in a square shape and 3 outfielders, 4 infielders and a pitcher and catcher. 3 field complexes may eventually be built that accommodate 3 or 4 x 70 degree vector fields and their spectator areas that divide the fields. 

The inspiration comes from Rugby Sevens in Asia where the most popular 3 day tournament is in Hong Kong every year. The normal 15 player rugby rooster is reduced to 7 players. The standard 8 person scrums are reduced to 3 players. The scoring, kicking, field size and rules remain the same. Speed and nimble running are the featured skills. The clocked games are 15 or 20 minutes in length divided into 2 halves. Sevens is fast, exciting and enormously popular. Research Hong Kong Sevens on Google.

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Sorry for the Capatcha... Blame the Russians :)