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Re: Do overrides work? Or Injuries??

By yardbyyard
4/10/2018 5:26 pm
jdavidbakr wrote:
yardbyyard wrote:
And it became so predictable that I could say with great accuracy "I see that My DTs are now selected by the game engine for injuries so a DT will be injured in the next game." and a DT would right on que get injured. I could predict injuries like this as each position in turn got selected for cluster injuries.

If 2 safeties got injured in rapid succession, I could predict that more safeties would get injured soon. And right on que they soon got injured.

And I was doing everything I could to prevent injures. Each position had 6 to 8 players in its depth chart and I had the settings set to rotate players into the game very often to minimize fatigue.

But even with all of that, I could see that roster positions were targeted for cluster injuries and I could predict with great accuracy ahead of time who would get injured next.

If injuries are random, I could never have been able to predict that.

I even started to sign free agents ahead of time since I knew that I would need more players at that roster position because it was selected by the game engine for cluster injuries. But those free agents where not good players and they themselves would get injured.


If you're seeing that, then more likely what you are seeing is a pattern that is causing your DT to be at increased chance for injury. Probably because of a higher fatigue setting, lots of plays, shallow depth chart, etc, so all your DT's fatigues are low enough that the injuries are more probable.

Fatigue and conditioning are primary factors in the probability of an injury, so if you are not rotating out your players because your fatigue settings are too high you are putting your players at an increased risk of injury.



First of all, let me say that I really respect that this game does not penallize those who play for free. It has a really good free play option. I really respect that !!! :-)

Thank you for responding to my posts! I appreciate that. :-)

But that said, Respectfully, If you look at my above comments you will see that I all ready addressed ALL of the points that you raised.
( And being the game admin, you can verify this by looking at my team settings that I had throughout the season )

With respect, have you looked at all of my Galactic Football Syndicate season game box scores? Do you see the playing time that all of my players had - not just the starters?

--> So with respect, could the problem be with the game design logic instead of with me?


For most of the season:
1. My depth chart was 6 to 8 players deep at each positon ( except QB and Kickers )
2. My fatigue settings was at 35-40 for each poistion ( except kickers )

3. These targeted cluster injuries were just not effecting one roster position, but one after another throughout the enitre season.


From the start of the season up to the playoffs, one poistion after another position being targeted with cluster injuries effecting all or almost all players in that position playing out over a few weeks then moving on to another position - and sometimes 2 positions at the same time.


From the very start of my season in the Galactic Football Sydicate I became concerned about the injuries. I asked for adivce and very early on I all ready implemented all of the points you just stated.

--> But the injureis kept on happening in the same position cluster pattern throughout the season.

--> And yes it became VERY predictable. I could regularly predict which position would have an injury next - because they were happening in clusters in the same position then moving on to another position.


So Respectfully, I do not think that I did anything to cause that very perdictable pattern of injuries that my team experienced in the Galactic Football Syndicate all season long.

I have read other forum posts in which other far more experienced players report similar sounding injury problems.


So with respect, could the problem be with the game design logic instead of with me?
Last edited at 4/10/2018 5:29 pm

Re: Do overrides work? Or Injuries??

By raymattison21
4/10/2018 7:29 pm
The game design works that way.....especially if you allow alot of AI decisions . There is a lot of moving pieces that would cause one position group to receive another injury to it . It's not completely random but you can set a way to make it look more random .

Player Weight×distance covered = fatigue penalty - recovery time would increase injury rates. It's pretty simple and purely dictated by the depth chart/ overides/ gameplan and opponents play calls.

The only design flaw I see is the fatigue rates should be regulated by body mass index not only weight . The scale would shrink thus allowing for more randomness in injuries and distance covered would have more of an effect.

And really there is no durability factor . ...or iron man factor....just conditioning which is easily achieve able through a few to several games . Nfl trends like rb, wrs, db and krs getting injuries more so than oline and dline is not the case here but is that due to the fact that our fatigue scale is too big in the first place or is it because some nfl guys are more durable.

But there is no doubt the more tired you are the more likely you will be injured . Here and real life .

Other thing to consider is how the game puts in players . It uses overides first then the depth chart second. If you have a player playing multiple positions the system will weight their fatigue vs. Others in the chart until the internal threshold is reached. It will play tired players if you overlap them. Then it will search out of that depth chart. That internal threshold is different than the positional threshold set by you for that postion group . Even if you play a lb at DE it the lb setting that are used. I like to not play starters on special teams as well.