The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

The draft is underway!

Click here to go to your war room, or visit the war room item in the draft menu.

League Forums

Main - Suggestion Box

Pre-Season Injuries

By Sardean
6/27/2015 2:45 am
MFN-24 My team has had 22 Injuries in 3 preseason games, this is clearly excessive. Although I am open to suggestions on how to stop this.

Re: Pre-Season Injuries

By Ares
6/27/2015 4:32 am
Sit all your players.

Re: Pre-Season Injuries

By Wolfpack
6/27/2015 5:54 am
They get hurt more because their conditioning is low. Those will go away once their conditioning rises up and most of the injuries are minor. Forces you to play your guys to get them ready for the season.

Re: Pre-Season Injuries

By Sardean
6/27/2015 7:08 am
yeah i agree but i think the engine could be slightly altered to make it more realistic. Yes you get bumps and bruises when you start a new season but you wouldn't call them injuries at all.

Re: Pre-Season Injuries

By sealbc
6/27/2015 7:43 am
We are in a tough spot with pre season overall.It is like a high risk reward with rookies.We need too play them for them too improve.One owner may try and decide if a rookie has a role on the team for the upcoming season.Then we have the risk factor of low conditioning players possibly getting hurt.Which then prevents us from a rookie improving or finding out what role they may have on the team.The limited access of playing time is only controlled by quarters and full game in pre season.I am not sure if this suggestion will help with pre season and during the regular season.What if we could set playing minutes per player for each game?Where we determine the entire minutes a player plays during a game.Not sure if that helps solve the conditioning end of things. Which could cut back on injuries in pre season.If we also control the minutes a player is playing in games.It may also help us develop rookies threw out the season.In the end guys are still gonna get hurt .It is part of the game.

Re: Pre-Season Injuries

By martinwarnett
6/27/2015 2:17 pm
The intelligent solution is to use pre-season the way it should be used. Have good sized roster, don't play key players all game.

Re: Pre-Season Injuries

By Gustoon
6/27/2015 2:45 pm
martinwarnett wrote:
The intelligent solution is to use pre-season the way it should be used. Have good sized roster, don't play key players all game.


Brilliant idea except it doesn't work. Played a pre-season game yesterday and a player that wasn't even listed at the RB position was used. It seems once your starters have played the cpu just pulls players from wherever it wants to.
I'd prefer pre-season to be played out like TC, (never seen an injury after that).

Re: Pre-Season Injuries

By Morbid
6/27/2015 7:02 pm
Gustoon wrote:
martinwarnett wrote:
The intelligent solution is to use pre-season the way it should be used. Have good sized roster, don't play key players all game.


Brilliant idea except it doesn't work. Played a pre-season game yesterday and a player that wasn't even listed at the RB position was used. It seems once your starters have played the cpu just pulls players from wherever it wants to.
I'd prefer pre-season to be played out like TC, (never seen an injury after that).


Under Misc Options adjust your fatigue to a higher rate. I rarely ever have players being pulled out of position or not from positional depth chart. I keep mine around 75

Once you pull your starters after 1 or 2 quarters then the reserves will still get most of the reps. You should always be three deep at key positions anyways.
Last edited at 6/27/2015 7:06 pm

Re: Pre-Season Injuries

By Sardean
6/27/2015 7:57 pm
martinwarnett wrote:
The intelligent solution is to use pre-season the way it should be used. Have good sized roster, don't play key players all game.


Intelligent? buddy when you even learn what that means you can start addressing my suggestions.

Fact is the conditioning should impact fatigue not injuries. At the start of a season a players muscles and bones are strong from an off season of building and mending them. Injuries occur after repeated straining without the time to heal, and freak accidents of course.

Re: Pre-Season Injuries

By mrfakename
6/27/2015 11:18 pm
Sardean wrote:
martinwarnett wrote:
The intelligent solution is to use pre-season the way it should be used. Have good sized roster, don't play key players all game.


Intelligent? buddy when you even learn what that means you can start addressing my suggestions.

Fact is the conditioning should impact fatigue not injuries. At the start of a season a players muscles and bones are strong from an off season of building and mending them. Injuries occur after repeated straining without the time to heal, and freak accidents of course.


I would say there would be a conditioning period to taking full speed hits. Its too risky to put yourself in that postion before game time. Also , fatigue would impact injuries. The brain is a muscle and it would perform poorly when the body is extremely fatigued. Which occurs quite often to larger players with in minutes, causing motor and cogintive failure. I see that creating a situation where a player is not as capable of defending himself properly against any random injury. Whether it is cause he is larger or cause he runs alot both cases would increase injury rates when fatigued.

But, really that word conditioning thing threw me off at first, and overall injuries are tough to simulate in any game. I just look at it as MFN's interpertation that fits this game. There is a desired effect from injuries here, but I dont see much of a "tough guy" or an "injury prone" player. Overall I like the effect, but wish there was more of a why a player is suffering an injury and how it would effect him down the road. But thats most likely be debatable too.