3/16/2012 12:14 PM
I know I should know this by now - but - in the play by play the dot refers to the players fatigue level and the possibility of them being substituted. Does the fatigue level also impact their level of play? I mean, if I get the other teams OL yellow and red and my DL is mostly green and yellow, shouldn't I be pushing those tired guys around? And . . .  how does that red RB manage to get up off the ground to run for a 14 yard 1st down against my green and yellow LB's?
3/16/2012 2:29 PM
yes, fatigue impacts level of play.  Think of it as a (negative) modifier as a player fatigues.  As to how that should translate into field results, your guess is as good as mine.
3/16/2012 3:10 PM
Yeah, Norbert posted the associated percentages in a thread I'm too lazy to find.  But red (=very tired) isn't quite as "very tired" as we might think--maybe 60 or 70%, so it's not like those guys are fainting from exhaustion or anything....
3/16/2012 5:31 PM
I thought under the new engine the dots reflected how close a player was to being subbed out, not a true indicator of tiredness.
3/16/2012 6:21 PM
The replies from DKC, llad and quietman are perfect analysis of my question. On my D1AA team, I have DL starters with stamina that ranges from 51 to 70. In the 4th quarter of one of my recent games, during a long drive by the opponent, they all fatigued and turned yellow within one play of each other. That would make sense if the game is monitoring relative fatigue for substitutions, but overall fatigue for the game should have seen my 51 guys tired from play 3 or 4  and the 70 guy at about play 8 - 9. I still have a question about whether these levels really have any effect on the players ability, or is the fatigue factor just a detriment because your subs come in. If it doesn't have a play ability effect, until the update you should then just play your starters until they can hardly crawl.
3/16/2012 6:48 PM
In the old engine, the dots system was straightforward and fatigue made a noticeable difference.  Under the new engine, I have no idea how to read the dots or whether or not it makes a performance difference.  
 
3/16/2012 7:10 PM
Posted by slid64er on 3/16/2012 6:48:00 PM (view original):
In the old engine, the dots system was straightforward and fatigue made a noticeable difference.  Under the new engine, I have no idea how to read the dots or whether or not it makes a performance difference.  
 
Agree
3/17/2012 11:37 PM
Build up your depth, practice more conditioning and change your sub to frsh/very fresh.  I used to do the opposite of all of that, and I have noticed a big change in the 3rd and 4th qtr score boxes.
3/18/2012 12:16 AM
Posted by slid64er on 3/16/2012 6:48:00 PM (view original):
In the old engine, the dots system was straightforward and fatigue made a noticeable difference.  Under the new engine, I have no idea how to read the dots or whether or not it makes a performance difference.  
 
still kind of amazes me that they managed to come out with an updated game that made the previous version seem so advanced
3/18/2012 12:02 PM
Playing my second game at settings of very tired for all offense. No differences in performance seen yet.
3/18/2012 5:20 PM
Everything in this game is numbers and math. Norbert posted the percentages for a reason. They are modifiers, and the effect on a player is as straight up a calculation as you can get.
3/19/2012 6:36 PM
Third game - no differences. I think the fatigue settings so far are just for substitutions in this engine, not affecting player ability in SIM. Had totally red players scoring TD's.  New updated engine should have totally red players laying face down on the turf gasping for breath.
3/19/2012 10:06 PM
Posted by slid64er on 3/16/2012 6:48:00 PM (view original):
In the old engine, the dots system was straightforward and fatigue made a noticeable difference.  Under the new engine, I have no idea how to read the dots or whether or not it makes a performance difference.  
 
im working towards trying to get the old substitution %s implemented back into the game in the council.  Im trying hard fellas.  We'll see if it happens.
3/21/2012 10:00 AM
Posted by team_fapn on 3/19/2012 10:06:00 PM (view original):
Posted by slid64er on 3/16/2012 6:48:00 PM (view original):
In the old engine, the dots system was straightforward and fatigue made a noticeable difference.  Under the new engine, I have no idea how to read the dots or whether or not it makes a performance difference.  
 
im working towards trying to get the old substitution %s implemented back into the game in the council.  Im trying hard fellas.  We'll see if it happens.
3/23/2012 7:15 AM
I am also not seeing the substitution settings work correct. 
It is my understanding if I have them set at fresh then once a player drops below fresh he is subbed out, correct?
of 2

Terms of Use Customer Support Privacy Statement

Popular on WhatIfSports site: Baseball Simulation | College Basketball Game | College Football Game | Online Baseball Game | Hockey Simulation | NFL Picks | College Football Picks | Sports Games

© 1999-2013 WhatIfSports.com, Inc. All rights reserved. WhatIfSports is a trademark of WhatIfSports.com, Inc. SimLeague, SimMatchup and iSimNow are trademarks or registered trademarks of Electronic Arts, Inc. Used under license. The names of actual companies and products mentioned herein may be the trademarks of their respective owners.