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Main / Suggestions / Injury Realism - Pete is on this one Search Forum | |
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andrew2scott2
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posted: 2017-11-27 22:04:53 (ID: 100119712) Edits found: 1 Report Abuse |
the only thing i have to say is. keep in mind that every rza week a player is injury he does not miss one game he misses 2 games.
so 4 games per a real week. So i could go with more injuries. But i can not go with making them any longer. Last edited on 2017-11-27 22:05:26 by andrew2scott2 |
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mikemike778
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posted: 2017-11-27 22:46:26 (ID: 100119714) Report Abuse |
If it was down to me I would have
-53 man roster -45 players n the depth chart -Lots of injuries - some long term with option to IR -Adjust energy so that in most positions, there's no real need to sub players out for energy reasons And change the training completely so that it is massively skewed towards younger players - basically you use the academy to develop players and once they are 21 they are pretty much trained. Any remaining training is neglible. |
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Meitheisman
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posted: 2017-11-27 22:57:18 (ID: 100119717) Report Abuse |
Your current 16 year olds will retire before Pete changes all of that at once
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posted: 2017-12-21 11:46:07 (ID: 100120955) Report Abuse | |
OK, lazy Pete found some time to think about this...
I am all for more serious injuries. It was suggested a few times, we even had a poll on the topic. It was shut down. Arguments were the same: roster size. Changing the roster size is a no go for the moment, so we need other ways to come around this topic. Now, how about adding kind of a "injury-prone" skill to the players? It would solve several things at the same time for me. So, if a player is prone to get injured, he would be need more time to recover, basically. It would add some diversity to the players market - and it would be a hidden skill, you would have to use scout-reports. The Transfer Agent doesn't tell you about this. I would add the skill, and show to the managers for...2 seasons, before it does anything. I would like to raise the number of injuries per team and training at the same time by relying on the level of the medical staff of each team. The idea is: if you carry a doctor, he would not only do a better job once an injury happend, he would also give advice how to avoid certain types of injuries. "Hey Mike, do that exercise more often, with less weight on your shoulders...your back is going to say Thanks for that"... |
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ivo17
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posted: 2017-12-21 12:01:58 (ID: 100120956) Report Abuse |
I dont think its a good idea to change the injuries as they are now. I notice a lot of 2.x leagues that are overloaded with bot teams (wich is also a problem to let new players stick around). This means that aperantly it is very hard for this games to find new players that stick around and have the patience to make a competitive team.
I think it could chase away new players. You are spending weeks to finish your stadium (booooooringggg) Now finaly you can invest in players that make you better(finaly the game really begins). You spend a big chunk of your money on this player that will make your team better for the next couple of seasons, but he's worth the (for your team standards) big salary. But after only a few games he tears his ACL and is out for the rest of this season and a big part of the next... I really dont think this has a positive effect on the number of players. Yes sure, the elite teams that are overloaded with money can afford reserves that are almost as good as their first team. So for them long term injuries dont have that big iff an impact. But for the new teams it is killing... |
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Captain Jack
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posted: 2017-12-21 21:15:27 (ID: 100121002) Report Abuse |
If the new teams are in leagues with lots of bots they won't suffer if a key player goes down. It is impossible to lose against a bot unless you try really hard - and even then it is difficult.
If the new teams are in leagues with lots of humans then everyone will be suffering together. |
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ivo17
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posted: 2017-12-21 21:52:24 (ID: 100121006) Report Abuse |
New teams will suffer way more than teams that are playing for a couple of years if a starter is out for the season
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andrew2scott2
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posted: 2017-12-21 22:48:49 (ID: 100121009) Edits found: 1 Report Abuse |
Like i said before i could go with. More injuries but not making them any longer. Injury prone trait could be nice as some player are like that in real life. But players like that in real life get bad contracts.
So my thoughts add the injury prone trait. where player are more likly to be injured but they are x% cheaper wage and then add an iron man trait these player are rarley hurt.But they cost x% more wage Last edited on 2017-12-21 22:49:11 by andrew2scott2 |
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gabriel06
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posted: 2017-12-22 08:51:20 (ID: 100121017) Report Abuse |
i think we need to allow Pete to look into it and gauge what he feels is best.
if a newbie comes into the game you would believe they have some idea about American Football and the NFL and understand that injuries are a huge part of the game. If they are that fickle then I guess they will leave soon anyway as this is not an instant win game. Any introduction needs to be balanced and consider every aspect of the game - not just things from a newbie perspective. Pete clearly believes there is potential and room to develop this aspect - its good he is finally stop being lazy and looking at this - after that, what will be will be. |
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Meitheisman
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posted: 2017-12-22 08:52:12 (ID: 100121018) Report Abuse |
I like the idea of the extra injury prone traits (and effect on contract as Andrew just described).
That being said I really hate the idea of having more injuries without having more roster spots. My roster is already tight as is, not because I buy players on the TM to make a profit (I literally never do) but because it takes so long to train players up that the roster spots are needed for future players so there is no room for current starters + future players + replacement for injured players. |
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Main / Suggestions / Injury Realism - Pete is on this one |