The goal here is to minimize noticeable in-game effects of wear & tear, while still allowing season long wear & tear that is comparable to the simmed games around the CFB dynasty sim world. In theory, your running backs, linemen, etc. with say 200 snaps, should have comparable wear & tear to the same positions with 200 snaps at other schools. The lower recovery sliders will force you to manage your wear & tear from week to week, potentially causing you to sit starters that are being affected by wear & tear. This is also a way to somewhat mimic or simulate more multiple week injuries since the game doesn't really generate enough of those. The lower recovery sliders will allow for players who get dinged up from normal impacts to possibly have to sit out a few plays here or there. At the same time, if a player gets rocked by a big hit, he's likely going to miss some time.
WEAR & TEAR
Normal Tackle Impact 10
Catch Tackle Impact 10
Hit Stick Impact 25
Cut Stick Impact 25
Defender Tackle Advantage 25
Sack Impact 10
Block Impact 10
Impact Block Impact 10
WEAR & TEAR RECOVERY
Per-Play Recovery 5
Per-Timeout Recovery 10
Between Quarter Recovery 10
Halftime Recovery 15
Week to Week Recovery 25
In-Game Healing Pool Reserve 50
Some other minor updates to gameplay sliders:
Injuries 45 to 40
Speed Parity 95 to 75
Offside 65 to 60
Facemask 65 to 60
Pass Block 70 to 75
Ball Security 55 (CPU Only)
Interceptions 50 to 40
Pass Coverage 60 to 70
Tackling 35 to 30
Punt Accuracy 57 to 48
Updates to Auto Subs
Custom auto subs are now 90 out and 92 in
Linebackers from Keep Fresh to Custom
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