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Main - General MFN Discussion

Re: Injury Festival!

By CrazyRazor
8/04/2019 10:21 am
If injuries are based on the weight of a player, then maybe we should just flip the setting? If that is possible. Smaller players should be injured more frequently. I also think the weight differential between players involved during a play should play a part in deciding whether or not there is an injury & possibly how sever.

Re: Injury Festival!

By Mcarovil
8/04/2019 12:44 pm
I haven’t really seen much change of the injury bug on my rosters. I do know that certain players tend to get injured often and are injury prone. Those guys will always get hurt no matter your fatigue or conditioning.

I know it was mentioned before but if the fatigue setting is low, it can impact conditioning. I’m sure most are aware but sometimes I’ve overlooked it.

Re: Injury Festival!

By Phaldun
8/04/2019 2:06 pm
Mcarovil wrote:
I haven’t really seen much change of the injury bug on my rosters. I do know that certain players tend to get injured often and are injury prone. Those guys will always get hurt no matter your fatigue or conditioning.

I know it was mentioned before but if the fatigue setting is low, it can impact conditioning. I’m sure most are aware but sometimes I’ve overlooked it.


Ah..... so you cannot necessarily help prevent injuries by setting the misc low. I've had my whole team, except QB and Kickers of course, at 40, and running backs and linemen at 30, but that means your backups come in lots more....and well.....they get injured. I have also found that even on a misc of 35, when your linemen are almost swapping out every two plays, the starters still get injured frequently.....and it's usually 4 - 6 weeks on the leg, ankle, knee, or neck. If you have an all purpose back or receiver, then his conditioning is probably flawless. So he should not get injured as much cause his athleticism helps prevent injuries as well. What about my few star receivers? They could be leading the league, but if I have their misc any higher than 45, they start dropping out like flies.
Last edited at 8/04/2019 2:10 pm

Re: Injury Festival!

By Mcarovil
8/04/2019 2:12 pm
I think 50 is a good fatigue setting that will not jeopardize your starters. If I recall correctly 50-60 should be good.

I sometimes set mine to 40 if I am deep at DL or WR with good talent just to keep everyone rotating fresh but I don’t think it really makes a noticeable impact.

Re: Injury Festival!

By Smirt211
8/04/2019 2:23 pm
Very tricky scenario.

To set it too low and you constantly have back-ups in the game that'll cost you games. Plus, what Mcarovil mentioned re: conditioning. I didn't know about that but it makes sense. Then you have to factor in play knowledge which players gain while on the field and not sitting during an in-game situation. (they have to be in on the play from what I've read recently)

Mcarovil's range on fatigue settings is about where you should be.


Last edited at 8/04/2019 2:24 pm

Re: Injury Festival!

By punisher
8/04/2019 2:54 pm
Smirt211 wrote:

Mcarovil's range on fatigue settings is about where you should be.


shouldnt people try out different fatigue settings then that way they could fix the problem of injuries they are getting than try out someone else fatigue settings because if they still get injuries , more or more severe then they will upset with that person who gave out the fatigue settings they should use ??

Re: Injury Festival!

By Smirt211
8/04/2019 3:04 pm
I think playing into fatigue is a sucker's bet towards over-playing your backups. However, after taking in everything regarding injuries I think it can be broken down as simply as this.

It comes down to exposure rate. The more you have your starters on the field, the more they have the ability to be injured. The more you fatigue setting lower it to allow your back-ups into the game the higher propensity for them to be injured. Obviously, you'd rather your back-ups be hit with serious injuries and sidelines. But....

we're in the business of winning games.

Very tricky scenario and the more information I'm gathering the more I feel as if it's a Catch-22.



Re: Injury Festival!

By raymattison21
8/04/2019 6:13 pm
CrazyRazor wrote:
If injuries are based on the weight of a player, then maybe we should just flip the setting? If that is possible. Smaller players should be injured more frequently. I also think the weight differential between players involved during a play should play a part in deciding whether or not there is an injury & possibly how sever.



Fatigue is calculated per frame so it's always adjusting even throughout a play . Dbs and wrs can run several miles in one game and when you compare that how far an o lineman might run its significantly higher.

So, we have that balance here but its really dependant upon a players height to weight ratios. Not just their weight as we have it. Stout players tire quickly due to the fact the have a lot of muscles and leaner guys are more likely to have better endurance.

FBs, TEs, and LBers need to be stout and have endurance and the point of failure hits it drops off a cliff and the guys completely winded,possibly exposing him to an injury . we have that here but it is linear tied solely to weight. Still, this effect is less than the random rate of injury due to exposure and if the player is already playing injured. So, this point might be mute, but...

So, it's not the worst but leaner players should avoid this by being smaller and running further , and the big guys should avoid it by running less distances. A guy 5'11 @ 255 pounds should be more durable when taking a big hit, but if he's overused he should be susceptible to an injury caused by fatigue . Say he's 6'7 @255 he's should not be as durable as the 5'11 guy when taking big hits, but the fatigue part of injuries should be easier to manage . We just don't have that here. There both 255 pounds and equally susceptible .

I am pretty sure contact lowers fatigue as well, but it probably doesn't take size into account but for some reason I think the speed the players are traveling does something to injuries . ...like a hard hit or something ?

I still like the idea of having guys recover fatigue quicker. It would highlight the random part, and a pretty existing injury , but it would allow for starter players to be on the feild for longer periods playing at higher levels . Still , this is anecdotal from observations only. I wish there was some way to check a players fatigue levels during a game so I could correlate the two.

Re: Injury Festival!

By ColonelFailure
8/04/2019 6:30 pm
Injuries are spot on IMHO, because there are very few sports where it isn't routine for players to play hurt. If a player is carry a 1-3 probable, they're fit for duty.

Re: Injury Festival!

By TarquinTheDark
8/04/2019 8:09 pm
raymattison21 wrote:
for some reason I think the speed the players are traveling does something to injuries . ...like a hard hit or something ?


This would explain the (anecdotal) significantly higher risk of injury on ST plays.

raymattison21 wrote:
I wish there was some way to check a players fatigue levels during a game so I could correlate the two.


+1
Last edited at 8/04/2019 8:11 pm