Eh, idk, I think it's justifiable. What is the current algorithm for injuries for players that collide? It's still random there, as well, I would imagine? I understand madden is complicated, however, at certain spots in the code, u simply have 'football player object 1', 'football player object 2', etc. At some point in the code, these players should be objects. Do u seriously think they can implement an ACL tear WITHOUT it being random? By the time madden makes that a reality based on pure physics, we will be living on mars. They're nowhere near that. And, again, sprains, tears, etc, these really are random. A tough foot plant on a cut or while blocking a 340 lb lineman. As a programmer, u have to solution this problem. How can we do that? How complicated should it be? Should it be completely random? Ultimately, even with the simplistic approach I took for an engine, it's not just random, it was based on actual injury % based on, I think, around 4-5 years of stats. I found some article online that discussed injuries, and I think it was 3-5 years or something. But, anyways, I calculated the % of injuries per play based on those stats. Now, you're right. Random #'s can go wonky, but again, I'd argue madden already has random # stuff under the hood. I would argue almost all games do. So, u hopefully write quality code to manage it. I ended up running my algorithm through 1000 plays or something. At first, there were too many injuries, so I tweaked it. Ultimately, I got it down to a reliable setup. I was seeing something like 2-3 injuries per game. Most were light (sprains), with the occasional broken bone, followed by the rare ACL tear. If they only wanted to enable this for Oline/Dline, they could figure that out based on Oline injury %, and let the rest of players have their normal injuries already coded for. Now, I'm not saying this would be overall easy, in terms of graphics, and adding something to code. But, I mean, that's what they do every year, right? They add code and test it. U say, 'what about 5 plays in a row?' I think some of the sim heads would say, 'FINALLY!!! Injuries like u see on Sunday!'
lol. I mean, legit, that happens. And, again, hopefully u tweak the algorithm so that that doesn't happen or only happens rarely. So, for me, honestly, specifically related to linemen getting injured, I would argue this is the best bet, actually. Because, there are always awkward collisions in this game. If u based it on physics, when someone's hand goes through someone else's arm, should that be a catastrophic injury? Because, if his hand goes THROUGH the other guy's arm, that dude has GOT to be hurtin'
Now, the real question is bang for buck. And, I totally understand them not thinking this has bang for buck. That's fine. But, if there really was any impetus on getting this in the game, I do think it could be worked in a 1 year cycle. Snap the ball, run the Algorithm, trigger the animations. And, ultimately, hopefully the developer thinks of the numerous situations that could occur, that's a part of coding, too. So, again, I'm not saying it could be done in a day, but I think it could be done in a one year cycle. And, I think based on what appears to be available in the game right now (not real physics), I really think random dice rolls based on real life % is perfectly acceptable.
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