View Full Version : Injury Descriptions
Chubby
07-02-2009, 10:22 AM
SO I'm coming to realize that the Probable/Questionnable/etc... really has nothing to do with how severe the injury is but only has to do with how effective that player will be if he plays. The important part is risk of reinjury and that doesn't change until the player is fully healed...
cuervo72
07-02-2009, 11:39 AM
Yes...this is why I will try to start some Doubtful players, but set other Probable players to inactive.
Celeval
07-02-2009, 01:25 PM
I think it also matters with how likely they are to play, depending on your (team's) injury setting.
MIJB#19
07-02-2009, 03:17 PM
I think it also matters with how likely they are to play, depending on your (team's) injury setting.Which makes the whole concept pointless. You play or you don't play, those settings should only matter when/if players get (re)injured during the game. It shouldn't be a mystery to the FOF player whether the player plays. Sure, throw the Prob/Quest/Doubt/Out stuff out there for opponents so they can guess who's playing, but for my own team, all I need is: can play/can't play. After that
the severity description, which we already getm can tell us how risky it is.
I agree with MIJB-
It should be upto us if the guy starts, if he cannot, then the game shouldn't give us the option in making him active. We would know before the game and be able to make changes to our depth charts if the player was going to start or not in the real world. Having us do it as a crap shoot in MP FoF doesn't make any sense.
Darren29
07-03-2009, 04:23 AM
Only thing with trying to play guys who are Doubtful, is that they only get a handful of snaps, even if you start them with high/maximum playing time.
I tend to sit players who have a moderate risk of re-injury about 50% of the time, depending on the player and the upcoming game(s). If their chance of re-injury is less than moderate I'll keep them in the starting lineup with no changes to their playing time. But if the risk of re-injury is higher than moderate, IMO sit them down until they're fully healed.
The only exception to this last rule is the 'unknown' length of injury for those strained hamstrings etc. I've found those guys can keep playing with very little chance of re-injury and not the 'high risk' that the game implies. FWIW I play with injuries set at 200.
Firefly
07-03-2009, 08:13 AM
I only play guys with moderate risk under very special circumstances. You can get away with it a few times, but when they eventually get reinjured, it'll be a serious injury. And in some cases, that could even impact the player's ratings or career.
Except for thumb injuries. Those don't seem to matter, whether they get reinjured or not. And hammies and turf toes, like you said, but it's very rare to see a player perform well while suffering from one of those, or even be involved in many plays.
Head and knee (and hip?) injuries, on the other hand, are no-nos.
MrDNA
07-03-2009, 08:40 AM
Yeah, let me just emphasize what Firefly said: NEVER EVER START A GUY WHO ISN'T HEALED FROM A HEAD INJURY. Repetitive concussion syndrome is basically a career ender.
Celeval
07-03-2009, 02:40 PM
Which makes the whole concept pointless. You play or you don't play, those settings should only matter when/if players get (re)injured during the game. It shouldn't be a mystery to the FOF player whether the player plays. Sure, throw the Prob/Quest/Doubt/Out stuff out there for opponents so they can guess who's playing, but for my own team, all I need is: can play/can't play. After that
the severity description, which we already getm can tell us how risky it is.
Hrm... I understand the point, there, but at the same time; you have to think about players who were injured but left in the lineup for multiple games. If a guy was Doubtful after game one, and is pulled right away but left in the starting lineup (due to, in MP, a non-export), does he play despite your settings saying he's not well enough to?
MIJB#19
07-04-2009, 04:50 AM
Hrm... I understand the point, there, but at the same time; you have to think about players who were injured but left in the lineup for multiple games. If a guy was Doubtful after game one, and is pulled right away but left in the starting lineup (due to, in MP, a non-export), does he play despite your settings saying he's not well enough to?That shouldn't be an issue. In my vision you have one simple 1 or 0 for whether the player actually can play. If he can't, he's handled as out and can't be in the lineup. Missing your export would lead to what happens now: depth chart reshuffling. The injury description should tell us (like it already does) how risky it is to actually play that player. Otherwise, what's the point of setting a depth chart if you have no idea whether it's going to be used?
To accompany that, I'd suggest a change of the 'play injured player' 0-100 setting, which to me is misleading right now. It reads 'compared to the rest of the league', but how do I know what the 'average' is? Why not put injuries in degrees of severity (the game seems to have that already, see the right click on the injury discriptions) and let the GM decide whether the bar for 'is allowed to play' is set to 'no risk at re-injury', 'small risk', 'moderate risk' or 'large risk'. To me that's more meaningful than putting a 10 or a 40 where I don't know what the difference between the two is. I do realize that the game then needs to hide players from the depth chart screen that have a higher risk than your settings. And during the games the setting could be used to determine whether an injured player is allowed to return in the next drive after taking a play or two off for the ice bag and massage.
vBulletin v3.6.0, Copyright ©2000-2026, Jelsoft Enterprises Ltd.