jdavidbakr wrote:
Fatigue is updated for each player within each moment of the sim - based on conditioning + what activity the player is involved in. If he is on the sideline, his fatigue recovers; if he is running a full sprint it reduces. Through the game, based on his conditioning, his maximum recovery slowly decreases.
Sounds great! Now the next question is how exactly does the game handle substitutions? Yeah I see the sliding bar with numbers but that's not an example. If its the very first play of the game and my WR takes it 75 yards or 65 running yards for the TD fully conditioned, how fatigued is he etc, what about the players chasing him on defense?
In the NFL generally speaking, almost always.. the offense is trying to stay on the field as long as possible to specifically wear down the defense, not themselves. The offense is controlling the pace of the game and the pace of substitutions in such a way as to trap the defense with the wrong personnel on the field. This creates mismatches and keeps players winded on defense. RB's for sure do NOT fatigue in the NFL for this exact reason, and it seems as though here the offensive players are fatiguing equally or faster than their defensive counterparts.
If my starting LT gets fatigued and is replaced by the backup, at what point in the drive does the starter go back in? When he's fully recovered or partially recovered? How much does each play generally fatigue a player at a any position? This is the kind of information players absolutely need to know because if not knowing these things, hidden fatigue ratings, hidden overuse triggers etc, can cause 7 interception one game and 5 another game or 3 starting OL getting massively injured in one game.. they will never be competitive. I really shouldn't have to be learning about these things in the middle of someone else's thread.