"Flexible" injuries Topic

Anyone who plays HD or GD is familiar with the types of injuries that occur in those games. A guy will get hurt and be out for a certain amount of time, but the injury is represented as an amount of wellness (from 0% to 100%) and once a player's wellness reaches a certain threshold, you have the option of putting him back into the lineup, albeit with a diminished playing capacity (and presumably a greater risk of reinjury or serious aggrevation of injury).

I've always felt that the injury structure in HBD was a little stiff; you're told exactly how many days a guy will be out, and he is totally unavailable with 1 day remaining and 100% the day after that, with no grey area at all. Obviously this is quite unrealistic; in real life, a guy might play at 90% after an ankle sprain, or a guy might rush back to play in an important series and get reinjured.

So I think a fairly easy way to implement this in HBD is to just reassign some injury components as a function of the player fatigue rating. In other words, say a player breaks his leg. Maybe he's out for 100 days, and for the first 85 or so days, his fatigue is at 0%, and he can't play. Then you get an e-mail from the trainer saying "Good news! John Smith was cleared by the team doctor to play, but he was warned that the injury will take another 15 days to completely heal. It's your call, but John says he is feeling about 60% right now and eager to get back on the field" (maybe the earliness of the e-mail depends on makeup and patience, so the e-mail comes earlier from a guy with great makeup). After that point, his fatigue % increases rapidly over the next 15 days, so that it hits 100% by the end of the injury time, but if you decided to start playing him with 5 days still remaining, maybe he's at 90% when he takes the field.

For pitchers, it would be the same way, except their "injury fatigue" would be the new ceiling level for them. So suppose a pitcher comes in with an injury fatigue level of 60%. He pitches and his fatigue goes down to 30%. His fatigue level then increases as it would if he had pitched normally (let's say 24-25 points per day for a 25 durability pitcher) but it stops increasing once it hits that injury ceiling number (probably something a bit higher than 60% since it would occur a couple days after that point).

This could also allow for the implementation of "nagging" injuries, which would make the game much more like real life. A guy with a calf strain or sore arm might be playing at a slightly diminished capacity for months. You can either keep playing the guy at a dminished capacity or rest him and allow the injury to heal much more quickly. There could even be an "elect for surgery" option for certain injuries where a guy could either be at 85-90% for the rest of the year, or you could lose him for a month and get him back at 100%; that could be a very interesting feature.

Thoughts?

8/13/2010 3:50 PM
I believe fatigue largely replaces the "nagging" injuries that you refer to.    For the most part, HBD is WAY off on injuries when compared the MLB(and it's minor league affiliates).  So, rather than hit teams with "sore arm, out for 4 days" constantly, which would set off virtually everyone, WifS uses fatigue.   How much a factor fatigue plays into performance could be debated.
8/13/2010 3:55 PM
I really like this idea, prez. It would definitely make the game much more realistic. I understand that the current fatigue issue is supposed to emulate this, but having actual nagging injuries would be much better.
8/13/2010 4:33 PM
Do we know that fatigue effects performance? Because I thought that it only increased the chance for risk.
8/13/2010 4:52 PM
Since I don't play my guys down to 90%, I don't know.  Depends on who you ask.    I'm 100% positive that 90% does not equal a 10% loss in skills.
8/13/2010 5:03 PM
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I was not aware that it influenced performance, but it should if it doesn't. I rarely let guys get to below 97 percent, so I don't have any anecdotal evidence to offer.
8/13/2010 5:14 PM
I'm sure HBD uses the same fatigue model that simleagues do. In simleagues players' performance goes down on a curve. They get slightly worse through the 90's, and then start getting worse more rapidly as they fatigue more.
8/13/2010 6:15 PM
Good idea, Mike is correct with fatigue.

I don't play below 98 unless I'm desperate to get a playoff spot, which means some players get a 145 - 155 game season.

A variation; I'd like automation on rest. Rest "X" player every "Y" amount of games. Auto rest means that those players play 100ish straight games, then bounce around the last 60-whatever rest, in, rest, in (unless you're INSANELY diligent with line up changes for a full 162).

My idea means that the rest is spread throughout the season.
8/13/2010 7:52 PM
At times because I need to win and/or no other option and get players playing near 90% and I've noticed they seem to hit like they have all year. Or all career. But it's a risk and I've got hit with the injury bug on occasion with players with low fatigue (mostly with ml players though).
8/14/2010 4:19 AM
"Flexible" injuries Topic

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