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View Full Version : MP Injury Setting, what is your league at?


PilotMan
12-01-2008, 08:44 PM
Just curious to see where the other leagues have theirs set at.

The RNFL is at 125 (and in the process of moving to 150) and eNFL is at 150. Where is yours at?

And where do you think that it should be?

My opinion is that it should be at 200 to facilitate a more realistic roster turnover and playing time for all players. I think that there are a number of other benefits as well such as better in game strategy and more of a challenge for GM's to field good teams week after week.

jdavidbakr
12-01-2008, 09:32 PM
Just curious to see where the other leagues have theirs set at.

The RNFL is at 125 (and in the process of moving to 150) and eNFL is at 150. Where is yours at?

And where do you think that it should be?

My opinion is that it should be at 200 to facilitate a more realistic roster turnover and playing time for all players. I think that there are a number of other benefits as well such as better in game strategy and more of a challenge for GM's to field good teams week after week.

The big problem with a higher injury setting though is that your gameplan can't adjust if your star player gets hurt. Have a gunslinger and a heavy pass offense but your starting QB goes down on the first play? Well, your backup will keep trying to throw even though he has no bars and you'd be better off changing to a run-heavy offense. Of course that can happen with any injury setting, but it is obviously more likely with higher numbers than lower numbers.

I don't know what the vNFL/vNFL House is set at - 150 I think - and every year we seem to have at least one team that just gets hammered with injuries. In this last season in the House if I had many more injuries I'm not sure how I would have been able to manage the roster to even field a legal team ... :banghead: - but I do think that we have a good setting there, seems to be pretty realistic.

3ric
12-02-2008, 03:07 AM
Didn't Ben have a compilation of MP leagues and what settings and rules they are using?

Edit: never mind, the injury setting wasn't listed in the list below.
http://www.operationsports.com/fofc/showthread.php?t=66582

The HFL uses 125 as the injury setting, it's an acceptable compromise between realistic and "fun", i.e. that teams aren't being totally crippled at times.

Ben E Lou
12-02-2008, 04:07 AM
Didn't Ben have a compilation of MP leagues and what settings and rules they are using?

Edit: never mind, the injury setting wasn't listed in the list below.
List Of FOF MP Leagues - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=66582)It *was* on there, but I was in need of space on the table, and every league that reported was between 100 and 150, so it didn't seem like information that would be a difference-maker for many people trying to decide on a league.

nthinch
12-06-2008, 12:11 PM
The GMFL is set at 125.

Yoda
12-06-2008, 04:04 PM
Didn't Ben have a compilation of MP leagues and what settings and rules they are using?

Edit: never mind, the injury setting wasn't listed in the list below.
List Of FOF MP Leagues - Front Office Football Central (http://www.operationsports.com/fofc/showthread.php?t=66582)

The HFL uses 125 as the injury setting, it's an acceptable compromise between realistic and "fun", i.e. that teams aren't being totally crippled at times.

Yeah, I lost Art Monk for the season, Montana had a serious hamstring injury, and I still won the Bowl! :devil:

Granted, I have put together a pretty nice team.

bmerryman
12-06-2008, 09:07 PM
I don't know what the vNFL/vNFL House is set at - 150 ..but I do think that we have a good setting there, seems to be pretty realistic.

It's not realistic. MP leagues are way off. The average NFL team has 7+ ligit IR players right now. I'd hazard a guess that vNFL/vNFL House will average less than 4 by week 14 and probably less than 3. I stated this on the eNFL forum...FOF multi-player is about gathering the best 22 players while the real NFL is much more about depth.

Ben E Lou
12-06-2008, 09:15 PM
It's not realistic. MP leagues are way off. The average NFL team has 7+ ligit IR players right now. I'd hazard a guess that vNFL/vNFL House will average less than 4 by week 14 and probably less than 3. I stated this on the eNFL forum...FOF multi-player is about gathering the best 22 players while the real NFL is much more about depth.You're right. My guess is that a setting in the 225 to 300 range would be the most realistic. The issue is that for a lot of people putting it to a realistic level would be just too many injuries for it to be fun.

jdavidbakr
12-09-2008, 01:35 PM
You're right. My guess is that a setting in the 225 to 300 range would be the most realistic. The issue is that for a lot of people putting it to a realistic level would be just too many injuries for it to be fun.

One other issue with having a realistic injury setting is the fact that, despite having some "masked" players, you still have a relatively accurate understanding of how good all the players are, and it seems fairly unlikely that a backup is going to step up and suddenly challenge for the starting role. This is one of the down sides of having a numerical-based ability - although the scout error is supposed to fix this somewhat, I don't think it's significant that you're going to have a player that is a hidden superstar sitting on the bench.

What I think would be cool would be to have a larger coaching staff - hire all the position coaches, for example, and make their contracts similar to the players' contracts - and see the players through their eyes. Maybe even get rid of the numerical presentation of the skill levels, and have each player have a report written up by applicable coaches and scouts. Then some coaches will see the diamond in the rough of some players but others wouldn't, although they'd see diamonds in the rough of other players. They could even identify the players as diamonds in the rough and that assessment may or may not be accurate. Might also make FA more interesting, as there might be some cast-offs that 3-4 other teams notice as being potentially good players.

TheMeat
12-09-2008, 02:59 PM
My MP league has just two competitors, me and my best friend. We now live in different cities and wanted something to replace our old madden franchise rivalries that we could play online so I got into this game and introduced him.

Because we wanted something that wasn't so time consuming, so we could get a fair amount of season done when we have time to get together over msn we've opted for the most-fun less stressful approach. Also he is the world's worst loser and also the worst winner, he's stressed either way because his parents didn't hug him enough. So to do me and his wife a favor we keep it pretty simple, and use an injury setting of 0.

That's right 0. No injuries. We played our first league with a setting of 50 and when that got corrupted we decided screw it. We also have other wacky house rules allowing us to draft most of the decent talent, we each have 1 team in each conference and are awarded bonus draft points to spend at draft time. This all results in us having a surplus of talent and routinely trounch the living snot out of computer teams, our worst starters being in the 50-60 range. but the real competition is between us so it is still very fun and strategic. As well, because we have so much talent, it is actually a challenge to make em all fit under the cap, and cap management is probably the major difference in team success.

Anyopne else tried no injuries? it makes the season go waaay smoother.

arizing540
12-10-2008, 04:23 AM
The FFL is set at 150. I, personally, would love to go up to 200 to make things a bit more realistic and make people plan their depth better. Would love seeing a mini-practice squad in a future version of FOF

Sgran
12-13-2008, 12:35 PM
It's not realistic. MP leagues are way off. The average NFL team has 7+ ligit IR players right now. I'd hazard a guess that vNFL/vNFL House will average less than 4 by week 14 and probably less than 3. I stated this on the eNFL forum...FOF multi-player is about gathering the best 22 players while the real NFL is much more about depth.

Really? that's not what I see. I see a lot more "probable" and "questionables": ESPN - NFL Football Injuries - National Football League (http://sports.espn.go.com/nfl/injuries)

marcmoustache
12-13-2008, 03:40 PM
The problem is that this is supposed to be a fun game isn;t it? No-one is getting paid to do this like they are in the NFL, so let's keep it fun.

bmerryman
12-14-2008, 10:17 AM
.Really? that's not what I see. I see a lot more "probable" and "questionables": ESPN - NFL Football Injuries - National Football League (http://sports.espn.go.com/nfl/injuries)

That's not an Injured Reserve listing. I think you have the injury report for the 53 man roster.

Here's an IR listing http://www.walterfootball.com/injuryreportnfl.php

Sgran
12-14-2008, 10:18 AM
The problem is that this is supposed to be a fun game isn;t it? No-one is getting paid to do this like they are in the NFL, so let's keep it fun.

I'm not sure it's a clear argument that fewer injuries mean more fun in a league. In fact, more injuries (or at least the possibility of injuries) might help some of the lesser teams maintain hope that the dominant teams may stumble down the stretch. Sure there is more frustration for the pre-season favorites when their stars go down, but if someone builds a team with quality depth he may feel genuine satisfaction when his team toughs its way into the playoffs.

jasonakramer
12-14-2008, 10:38 AM
I'm not sure it's a clear argument that fewer injuries mean more fun in a league. In fact, more injuries (or at least the possibility of injuries) might help some of the lesser teams maintain hope that the dominant teams may stumble down the stretch. Sure there is more frustration for the pre-season favorites when their stars go down, but if someone builds a team with quality depth he may feel genuine satisfaction when his team toughs its way into the playoffs.

I'd find more realism to be more fun. It adds to the strategy of the game. Do you mimic the real-life Colts, who gamble by paying big money to lots of stars, hoping they don't get hurt? Or do you mimic the real-life Patriots, who build a deep team with lots of interchangeable part?

MLA
12-19-2008, 04:20 AM
As a long time lurker and intended future league convenor I was wondering what the counter-argument is. It seems that setting injuries lower means that depth is not valued, that the free agent pool doesn't have all that much value, and whoever grabs the best QB and WR partnership will win. I know that's a simplification but I'm hoping to be able to understand why I wouldn't set injuries at 150.

jdavidbakr
12-19-2008, 07:00 AM
As a long time lurker and intended future league convenor I was wondering what the counter-argument is. It seems that setting injuries lower means that depth is not valued, that the free agent pool doesn't have all that much value, and whoever grabs the best QB and WR partnership will win. I know that's a simplification but I'm hoping to be able to understand why I wouldn't set injuries at 150.

Well, it can be very frustrating especially if you don't have a good team and all your players go down with injury, or you finally feel like you've got a team that can do well and then your key starters go down early, while the good teams get the magic injury-free season. It also requires more time to adjust your depth chart each week and especially since FOF doesn't track the history of your depth chart if you came up with a strategy for your season and then some key players go down in week 1 for a couple of weeks, will you remember what your strategy was when they get back? (this is especially a problem for me, and I'm only in 3 leagues - I even find myself starting to draft guys in one league that meet the needs in another league sometimes); lower injury settings means more building by trading and drafting to get the best player possible. It all depends on which you like better and how much time you have between stages, IMO.

dubb93
12-29-2008, 11:45 AM
then some key players go down in week 1 for a couple of weeks, will you remember what your strategy was when they get back?

You do realize you can save gameplans, right? In fact you can save every game plan you have ever made and even label it with the date/week/team you were playing/how effective it was right in the name. Remembering your "strategy" isn't really an issue. The game will remember it for you!

jdavidbakr
12-29-2008, 12:15 PM
You do realize you can save gameplans, right? In fact you can save every game plan you have ever made and even label it with the date/week/team you were playing/how effective it was right in the name. Remembering your "strategy" isn't really an issue. The game will remember it for you!

Yes, you can save game plans, but not depth charts - it would be cool if you could save your depth chart and if the players aren't active when you load it the holes are just empty. It would also be nice to be able to set you depth chart in the offseason so you can better see what your holes are during FA and the draft.