New Engine Flaw -Fatigue Topic

How can players start the second half tiring and tired? Shouldnt they be well rested after half-time? 3/5 of my starting lineup was not fresh for the second half of my exhibtion.
5/26/2010 3:08 PM
This was intentional. One of the changes in the new engine is that players do not 100% recover at halftime.

Stamina has suddenly become more important
5/26/2010 3:19 PM
So, they don't recover 100% at halftime but they can come out of the game for 2 minutes and go back in at fresh? That doesn't make sense.
5/26/2010 3:22 PM
They don't always come out for 2 min and go back in fresh. Lower stamina guys can't play for 25 minutes for sure.

This is a good change, halftime should be like 3 timeouts worth of rest. Its like 20 minutes or something.
5/26/2010 3:30 PM
Quote: Originally Posted By reinsel on 5/26/2010
They don't always come out for 2 min and go back in fresh. Lower stamina guys can't play for 25 minutes for sure.

This is a good change, halftime should be like 3 timeouts worth of rest. Its like 20 minutes or something.

No it shouldnt be 20 minutes. It should be 15 minutes, just as in real life.
5/26/2010 3:32 PM
If fatigue is going to become more important in HD then it would be very helpful to have some coaching controls over timeouts. In real life you lose one of your TOs if you don't use it in the 1st half, you could either use it to stop a run, rest, or set up the final shot of the half (just examples off the top of my head). Many, many more strategic examples exist, especially in the 2nd half I don't think they all need to be listed.

Also TV timeouts would make sense, because those are key strategic times to get players rested (i.e. sitting a guy w/ 6 min through the under 4 min TO to get fully rested for the final push). I don't watch/follow D2/D3 in real life so I have no idea if TV timeouts are fully NCAA-wide so that makes implementing this a potential issue.

Many of you have much better ideas than I do so maybe as a group we could explore the value of TOs and how they are used in HD.
5/26/2010 4:40 PM
Quote: Originally Posted By reinsel on 5/26/2010
They don't always come out for 2 min and go back in fresh. Lower stamina guys can't play for 25 minutes for sure.

This is a good change, halftime should be like 3 timeouts worth of rest. Its like 20 minutes or something.

Timeouts are 1 minute.
5/26/2010 4:47 PM
Quote: Originally Posted By uscalvin on 5/26/2010If fatigue is going to become more important in HD then it would be very helpful to have some coaching controls over timeouts. In real life you lose one of your TOs if you don't use it in the 1st half, you could either use it to stop a run, rest, or set up the final shot of the half (just examples off the top of my head). Many, many more strategic examples exist, especially in the 2nd half I don't think they all need to be listed.

Also TV timeouts would make sense, because those are key strategic times to get players rested (i.e. sitting a guy w/ 6 min through the under 4 min TO to get fully rested for the final push). I don't watch/follow D2/D3 in real life so I have no idea if TV timeouts are fully NCAA-wide so that makes implementing this a potential issue.

Many of you have much better ideas than I do so maybe as a group we could explore the value of TOs and how they are used in HD
TV timeouts are only used for televised games. Even most D1 games don't have the benefit of TV timeouts.
5/26/2010 4:48 PM
Quote: Originally Posted By sully712 on 5/26/2010How can players start the second half tiring and tired? Shouldnt they be well rested after half-time? 3/5 of my starting lineup was not fresh for the second half of my exhibtion
in real life a player who has played a significant portion of the 1st half certainly doesn't start the 2nd half at 100% energy
5/26/2010 4:57 PM
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5/26/2010 5:03 PM
Wow - so two things going against the press with this new engine. Maybe the game won't be so vanilla going forward if the press if penalized a bit more as opposed to now, where it seems like it is all reward vs. very little risk.
5/26/2010 5:59 PM
This may give other defenses a better look than the press than what was the norm before. Teams running fast break/fc press should be tired. That is unless you just recruited all your players from the Ethiopian Cross Country/Marathon Team.
5/26/2010 6:03 PM
Ethiopian Cross Country/Marathon Team - that's just toooo damn funny.
5/26/2010 11:28 PM
Quote: Originally Posted By kmasonbx on 5/26/2010
Quote: Originally Posted By uscalvin on 5/26/2010
If fatigue is going to become more important in HD then it would be very helpful to have some coaching controls over timeouts. In real life you lose one of your TOs if you don't use it in the 1st half, you could either use it to stop a run, rest, or set up the final shot of the half (just examples off the top of my head). Many, many more strategic examples exist, especially in the 2nd half I don't think they all need to be listed.

Also TV timeouts would make sense, because those are key strategic times to get players rested (i.e. sitting a guy w/ 6 min through the under 4 min TO to get fully rested for the final push). I don't watch/follow D2/D3 in real life so I have no idea if TV timeouts are fully NCAA-wide so that makes implementing this a potential issue.

Many of you have much better ideas than I do so maybe as a group we could explore the value of TOs and how they are used in HD.
TV timeouts are only used for televised games. Even most D1 games don't have the benefit of TV timeouts.


not true, unless i am badly mistaken, in D1, at the least, the "media" timeouts are the same regardless of whether a game is televised.

I can recall back in the day when cornell was just another ivy league team, certainly no TV, yet we allways had "media timeouts". im pretty sure they are allways in play in every D1 game and my guess is they do the same in d2 and d3 but not sure
5/26/2010 11:41 PM
as if the fastbroke didnt have enough problems. any chance that they will do anything to help the FB become a viable option for coaches with half a brain
5/26/2010 11:43 PM
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