What happened, I would guess is this -- you have your foul strategy set for the player to either "take out sooner" or "normal"...Hathaway picked up two fouls in less than 4 minutes of floor time to start the game, which triggered his removal from the floor. He basically sat for the entire first half until the sim sneaks him back in for the final 3 minutes and change. So at the half, he'd had basically 7 minutes of playing time. The Sim looks and sees you want the kid to play 24-28 minutes...well, the only way to do that since he's only got 7 minutes to his credit is to play him into the ground. Which is exactly what happened in the second half. And since the kid was your starter and the game was close, the Sim aimed for the higher end of the 24-28 spread because, hey, we all want our starters on the floor in close games, right?
It sucks and shows the danger of using the higher minute settings under playing time.
If you keep using playing time, under-allocate the minutes...I always set my team for around 170-180 minutes total. In close games the extra minutes will go to the starters. In blowouts to the guys lower on the charts as they get their extra floor time. It was the best defense I could find for scenarios like this, but it isn't a catch-all. When you have that rare game where your PG picks up 2 fouls in the first 90 seconds of the game or something, you still risk having someone run into the ground in the second half to make the minimum end of their playing time window.
3/29/2015 1:06 PM (edited)