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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. |
I have been running at 75 and there still somes to be a fair amount of injuries on both sides.
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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) |
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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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. |
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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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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There is an injury CSV and I removed the 3 sickness outbreaks so hopefully that helps. |
I know this is an ancient post, but I just ran into the mono issue 2 seasons in a row which is pretty absurd considering there's been like 2 players alone in recent NFL history who have had it. Anyway, can confirm there are 3 illnesses listed in injury CSV. It also has some interesting data in there on frequency/seriousness of other injuries that is worth looking at.
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