View Full Version : Playing Time Screen Suggestion
tarcone
10-28-2010, 05:07 PM
I would like to see the player card when I click on a Player in the playing time screen.
This way I could see his endurance rating. Then I could determine the amount of playing time.
This would eliminate me closing the screen and opening the player card. Looking. Closing the player card and opening the playing time screen.
Just a thought.
Thanks.
DougW
10-28-2010, 06:47 PM
I think you may be double penalizing your starters if you set their playing time according to endurance.
From what I understand, the engine does a check to see who will play a given down - subtracting from 100% for BOTH your playing time reduction, and his endurance.
What I'm trying to say is .. if his endurance is low, he'll already sit plays because he won't pass the endurance check. And you'd be sitting him MORE by putting a lower percentage for his starting time. (I assume, not what you'd want to do for a starter).
I think of the playing time screen like this ...
What percentage of plays do I want this guy to play THAT HE CAN HANDLE PLAYING (due to his endurance) ?
By the numbers ..
Player A has a 0 endurance rating.
Player A is going to sit 50% of my plays already (because his endurance is 0).
The playing time screen subtracts from the 50% of plays that he's in. So, if I set that to 50% (which you'd think would make him split time); it's really causing him to sit 75% (50% of the 50% of plays he can handle).
So, basically, I use that screen if I want the youngster on the depth chart behind him to get action. Or, if the talents between the starter and backup are similar. Otherwise it's 90ish for the rest.
Probably a very confusing read, and possibly even not accurate. But, I think I've read similar logic - and while I'm not a "tester" type player .. The line of thought seems to hold true in my sims.
tarcone
10-28-2010, 07:01 PM
Interesting, Doug. Thanks for the input.
But I was suggesting making it easier to see the endurance of a player w/o jumping backing and forth to different screens.
I was looking for a more streamlined approach where I could see the players endurance without exiting out of the playing time screen and opening the player card, then closing the player card and opening the playing time screen.
As for your post. If I play player A (with the 0 end) 100%, wont he get tired quicker, thus making him play worse?
Or are you saying you just put most of the endurance %s to 100?
MIJB#19
10-30-2010, 06:14 PM
As for your post. If I play player A (with the 0 end) 100%, wont he get tired quicker, thus making him play worse?
Or are you saying you just put most of the endurance %s to 100?The way the game seems to work, there's no reason to use anything else but 100%. Your starter is going to miss plays anyway based on his endurance, lowering the playing time % just cuts the # of plays that your starter will be on the field even more. (As DougW described).
The only times I'm lowing the setting is if my backup is of similar talent or if the starter has an injury. But in both cases there isn't much to gain or lose there either. The backup is going to play a lot anyway in situation 1 (weaker players have weaker enduracne most of the time) and in situation 2 it only happens if the injured player has to remain active because of orster restrictions and at that point I figure I don't worry too much if the player plays roughly 1/3rd of the time.
Third exception could be late in the regular season when nothing is on the line (locked into a specific playoffs seed) and I can't hide every player that I want to (there's only 7 inactive slots) at that point it doesn't seem too bad if some decent starters play at 50% or some such.
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