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Old 12-03-2023, 02:45 AM   #1
Bryan74
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Join Date: Dec 2023
Injury setting question from a noob.

So I've had quite a few false starts on starting up a Universe of my own (through editing the rosters, and tinkering with everything to get it where I want it) I usually sim through the first season and pick up during the first full offseason.

I coach every game on both sides of the ball.

Each universe that I've started (I've gotten about 10 games deep into the 2024 season in one save) it's a fact that my team has double the amount of injuries as the average and always the most.

I'm using default injury settings at 100. Is this a product of coaching each game? Could it be from me overworking guys (even though in my depth charts I rarely have anyone in red that indicates too high of a work load)

I would turn the injury setting down to maybe 50? But I'm worried that the AI teams will then have virtually no injuries.

Any help is much appreciated.

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Old 12-03-2023, 09:29 AM   #2
NawlinsFan
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Join Date: Feb 2008
Location: Southern Maryland - For Now!
I have been running at 75 and there still somes to be a fair amount of injuries on both sides.
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Old 12-03-2023, 04:16 PM   #3
Bryan74
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Join Date: Dec 2023
Quote:
Originally Posted by NawlinsFan View Post
I have been running at 75 and there still somes to be a fair amount of injuries on both sides.

How are players injury chances determined? I play as Cleveland and Watson is always out with something by week 3. (I mean not unlike real life, but still)
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Old 12-04-2023, 08:28 AM   #4
Dutch
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Join Date: Oct 2000
Location: Tampa, FL
When you look at the player's card, there is an injury tab that will show if the player has a higher risk of injury than normal. You might find an area of his body that is particularly vulnerable (a longer bar means more risk).
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Old 12-04-2023, 04:59 PM   #5
james17
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Join Date: Feb 2015
Honestly, I got tired of all the injuries in my universes in past and present versions. I finally decided the only fair way to play was to set them to 0 and remove that particular part of randomness. I didn't do this lightly. I had tried settings of 100, 75, 50, and even as low as 1 and there were still loads of injuries, especially it seemed as the seasons wore on.


I don't like doing this but since we don't have access to an easy player editor like, for example, OOTP does, I figure at least in one way it's just easier to level the playing field for both AI teams and my own team.


It's unrealistic? Yes, but it makes the game a ton more fun and there are still many other challenges to deal with.

Last edited by james17 : 12-04-2023 at 04:59 PM.
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Old 12-04-2023, 05:11 PM   #6
Ben E Lou
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Join Date: Oct 2000
Location: Greensboro, NC
Oh yeah. I haven't played SP for any length of time with injuries at anything other than 0 for years now. It removes the tedium of moving players in and out of the depth charts--especially when specialization of game plans is so much more fun in FOF8 and FOF9 than in past versions. If I've got a guy who is great at going across the middle, I'm using him on nothing but even-numbered routes....and ain't nobody got time to find and replace all those routes with odd-numbered ones if he gets hurt and the backup has 17 courage (or "defeat jammers" now in FOF9).
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Old 12-04-2023, 10:42 PM   #7
henry296
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Join Date: Oct 2000
Location: Pittsburgh, PA
I'll add this here. Not sure I like the frequency of the mono outbreak. This is 2 years in a row and I get like 10 players at 55% effectivness.

Any way to remove that one injury?
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Old 12-06-2023, 09:37 AM   #8
henry296
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Join Date: Oct 2000
Location: Pittsburgh, PA
Quote:
Originally Posted by henry296 View Post
I'll add this here. Not sure I like the frequency of the mono outbreak. This is 2 years in a row and I get like 10 players at 55% effectivness.

Any way to remove that one injury?

There is an injury CSV and I removed the 3 sickness outbreaks so hopefully that helps.
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