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Old 08-03-2020, 12:29 PM   #3
MIJB#19
Coordinator
 
Join Date: Oct 2000
Location: Maassluis, Zuid-Holland, Netherlands
Quote:
Originally Posted by QuikSand View Post
Start with this as conventional wisdom and probably correct:

-what counts is mostly the continuous years on your team, as shown on the player card
-that means don't let a guy wait until after camp to re-sign, that resets the clock
-the game looks at this once to create that "cohesion" chart, mostly ignore that
-the game looks at and uses these numbers each play using the players on the field

So... cohesion is a function of the 11 guy on the field for that play, and how long they have been on your team. Building cohesion among benchwarmers who are inactive has either zero effect, or very little (unlike chemistry and mentorship, which do).
To add to this, that's how it worked in the past as well, backups didn't boost your cohesion in FOF7, FOF2007 or FOF2004 either, the 'boost' is based on the 11 guys on the field. The 'cohesion' screen numbers are based on what was the starting lineup in the most recently played game.

Much less clear, but I think it also works that way on special teams plays, so replacing a return specialist, kick holder, long snapper or even the punter or kicker himself is only useful if that player is a clear upgrade, or if you really need the cap space for whatever reason to give up on the long standing player.

It is true that in FOF8 these players will demand more money. It's much harder to keep a bunch of guys together, but as QuikSand already pointed out, you don't need a backup for his cohesion if he doesn't play much. It will help if your team has many low endurance players on defense or at skill positions and you're mixing up which players are on the field for the various formations.
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