View Full Version : Any playing time tips for depth chart?
jbmagic
12-02-2004, 09:03 PM
Any playing time tips for depth chart? (1-9)
does a 5 mean the starter and reserve plays equal amount for the game?
for your good starters is it good to give them 8 or 9...
if starter not good, less than 5 the way to go?
why give a starter a 1-2 playing time, wont that mean the reserve backup will play most of the time, if so why not just have the reserve start...
thanks
Router Help
12-02-2004, 09:19 PM
The Starters' Playing Time section determines how much playing time the starter at each position receives during a game. A value of 9 means the player stays in as many plays as possible. A value of 1 means the player substitutes out as much as half of the time..
jbmagic
12-02-2004, 09:41 PM
router help thanks
i know that... i read that in the help file...just wondering any good strategy when setting it?
and how do others here, based it on when there setting there playing time in the depth chart
Cap Ologist
12-02-2004, 09:47 PM
I set everybody at 2 during the preseason and 4 during the regular season.
jbmagic
12-02-2004, 09:48 PM
I set everybody at 2 during the preseason and 4 during the regular season.
if you set it to 4 during reg season...wont the QB backup play alot in the game?
General Mike
12-02-2004, 10:09 PM
if you set it to 4 during reg season...wont the QB backup play alot in the game?
I don't think the backup QB ever plays (barring an injury) no matter what you have their sub rating set at.
cuervo72
12-02-2004, 10:20 PM
He will if he stinks up the joint.
thesloppy
12-02-2004, 10:27 PM
and how do others here, based it on when there setting there playing time in the depth chart
I'm simple minded with a short attention span, so rather than think too much, I just take a players potential endurance divide by ten, round up and go with that number. If a starter that much better than the backup at his postion I might kick it up a couple slots. I do make special consideration for RBs since you can split the duties between downs, if my starting RB is still in on pass downs I'll keep the number the same, but if he's only in on running plays I might kick his playing time up a notch with the (completely unfounded) assumption that he'll be ont the sidlelines at least a third of the game anyway.
Works pretty well for me, and I haven't noticed any ill effects like out of whack injureis or anything, abd If my starting QB gets a serious injury I'll just reload to before the game anyhow.....oops, did I just say that? Sad but true...I won't do it for other players or postions, or if it's less than 10 weeks, but otherwise I'm a whore for my QBs.
Cap Ologist
12-02-2004, 10:32 PM
I'm not exactly sure how all the substitution patterns work, but my back-up qb will only play during blowouts or injury. I think there are some other factors like endurance that have some effect on how much starters play, but I've never tried to figure it out. There might be a discussion in the strategy section about this, do a search about endurance ratings.
jbmagic
12-03-2004, 12:23 AM
thanks
i can assume that putting playing time to high 8-9 on all the players, can risk more injuries to the players?
Cap Ologist
12-03-2004, 01:46 AM
Yes, probably for two reasons:
1. More opportunities to be injured
2. Players might become more injury prone the more exhausted they get (purely conjecture on my part though, I have no evidence to back this up.)
cthomer5000
12-03-2004, 01:54 AM
I think that running backs set to high playing fumble more often too. At least that seems to be the case to me.
Vinatieri for Prez
12-03-2004, 03:38 AM
Even set at 2 or 3, the starter will still most of the snaps. A good starter set at 5 will often play every snap. I usually never set it more than 7 (if backup sucks), and usually at 5 or less. In old FOF versions, tiring players seemed to matter more, but I am not sure if that is the case in 5.1.
Isn't there a study on FOF2k4 about Endurance that said that it is not related to how a player gets tired from playing time? Guys with zero endurance can perfom as well playing a whole game than players with endurance 100. It looked that endurance affects more to injuries. I could be wrong, i'll look for that thread again.
About numbers, if 1 means he plays half of the game, i assume 5 means he plays 75% of the game and so on.
MIJB#19
12-03-2004, 06:47 AM
The playing time number is also important for the development of young players. More action is more development. That's why I always set players who still need to develop a lot to 7. Exceptions being a player starting out of position with a backup who does play te position (usually a 4), injured players (usually a 1), and running back and the defensive line, where I usually use a 4 to keep the starters away from getting exhausted.
Not that I have proof that this works well... :)
Passacaglia
12-03-2004, 10:48 AM
About numbers, if 1 means he plays half of the game, i assume 5 means he plays 75% of the game and so on.
I think it depends on the position. 1 is 50/50 between starter and backup, and 5 is average for that position. An average starting QB plays every down, but an average starting lineman, or receiver, plays less.
jbmagic
12-03-2004, 11:30 AM
thanks all
i was looking at playing time all wrong before...i tought if playing time for starters was set to 9 , he will play 90-100% of the plays, 8=80%, 5=50%, 1=10%
thanks for clearing that up for me....
Vinatieri for Prez
12-04-2004, 02:25 AM
Isn't there a study on FOF2k4 about Endurance that said that it is not related to how a player gets tired from playing time? Guys with zero endurance can perfom as well playing a whole game than players with endurance 100. It looked that endurance affects more to injuries. I could be wrong, i'll look for that thread again.
If that is the case, that is very interesting, and something new I just learned.
Cap Ologist
12-04-2004, 11:26 AM
hxxp://dynamic2.gamespy.com/%7Efof/forums/showthread.php?t=30244&highlight=Endurance+study
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