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.