I see in 42 schedule, there is going to be 2 sims for the 5 games. I am worried about one thing say game 3 my K or LS is injured. I am only carrying one of each player this means to make a legal lineup game is going to release a player to sign a new K or LS. I don't think a owner is going to be happy if it chooses say a ILB and you covet much more say than a G you would of chosen. Don't get me wrong I think preseason is boring and yes I'd like to get it over with and start season play. It's just don't want myself or any other GM to possibly lose a player in this senero that they wanted on their team. Anyone else have thought on this?
Announcement
Collapse
No announcement yet.
2042 Schedule
Collapse
X
-
Originally posted by rush_27 View PostRushing through pre season is fine with me but injuries HAVE to be set to 0 for it to work during exhibition games
That is a complete deal breaker for any league for me.
Baltimore Bulldogs - BLB since '84
- Porter Champs: '92, '93, '97, '98, '01, '03, '06, '08, '12
- Playoffs: '92, '93, '97, '98, '99, '01, '03, '06, '08, '12, '13, '14, '15, '16
- Brewmaster's Cup: '01
Comment
-
If there are 2 sims for the 5 preseason games, that's done on a 0 injury setting.
It comes down to how much you care about micromanaging the preseason. To go through the full gamut of "Preseason Best Practices" is actually a fairly high amount of tedium. And of course, if you're not doing that, you're losing a little bit of ground to the GMs who do, by risking players on your team a little more than is strictly optimal.
If I were Jim, I would make the entire preseason simulated in the same stage as TC. You go in with 70 players, come out with a few randomly rusty guys, some development here and there, and some injuries.
Barring that, it's a trade-off in IRL time and demands: 5 exports, one week, vs 2 exports, 2 days. I would be fine with either way. If we're concerned that teams are getting off a little nice with 0 injuries, bump up the regular season injuries to compensate (although, I don't know how many people would like that!)
Float likeabutterflysting likeabee.
Comment
-
Originally posted by Aston View PostIf there are 2 sims for the 5 preseason games, that's done on a 0 injury setting.
It comes down to how much you care about micromanaging the preseason. To go through the full gamut of "Preseason Best Practices" is actually a fairly high amount of tedium. And of course, if you're not doing that, you're losing a little bit of ground to the GMs who do, by risking players on your team a little more than is strictly optimal.
If I were Jim, I would make the entire preseason simulated in the same stage as TC. You go in with 70 players, come out with a few randomly rusty guys, some development here and there, and some injuries.
Barring that, it's a trade-off in IRL time and demands: 5 exports, one week, vs 2 exports, 2 days. I would be fine with either way. If we're concerned that teams are getting off a little nice with 0 injuries, bump up the regular season injuries to compensate (although, I don't know how many people would like that!)
If you don't want your guys injured, the simple fix is to not play them.
Personally, I think it is a bit on the cheating side to set it to 0 to avoid injuries. Injuries are a part of EVERY sport. Off-season, pre-season, regular season, post season. Shit happens.
Baltimore Bulldogs - BLB since '84
- Porter Champs: '92, '93, '97, '98, '01, '03, '06, '08, '12
- Playoffs: '92, '93, '97, '98, '99, '01, '03, '06, '08, '12, '13, '14, '15, '16
- Brewmaster's Cup: '01
Comment
-
Well, the fix is:
- Make every player you don't want injured ST inactive
- Make every player you want to expose to injury ST active (you will have ST players either way, so you need some of these)
- Play starters at ~100% for game 1
- Play starters at ~50% for game 2
- Play backups at 100% for game 3
- Play backups at 100% for game 4
- To the extent that you don't have that many backups on a 60-man roster, cycle playing time in Game 3 and Game 4 to manage injury exposure for your most valuable players. I.e, you can only sit a few of them for both these games. You'll have to choose some (the more valuable ones) to play a little in Game 3 and some to play a little in Game 4, and some will have to play a little in both.
- QB playing time settings are a little unpredictable. Just hope for the best there. I usually go with somewhere around 7-8 for Game 1, and 3-4 for Game 2, but occasionally that's not enough.
- Expose only bubble players to ST gunner and return slots for all games
- Switch to Regular Season ST mode where you have your best special teamers ST active, and everyone else ST inactive.
Do that, and you're goodBut, to have any injuries on at all in preseason, you need to have separate sims for all 5 games.
Float likeabutterflysting likeabee.
Comment
-
Well, the fix is:
- Make every player you don't want injured ST inactive
- Make every player you want to expose to injury ST active (you will have ST players either way, so you need some of these)
- Play starters at ~100% for game 1
- Play starters at ~50% for game 2
- Play backups at 100% for game 3
- Play backups at 100% for game 4
Baltimore Bulldogs - BLB since '84
- Porter Champs: '92, '93, '97, '98, '01, '03, '06, '08, '12
- Playoffs: '92, '93, '97, '98, '99, '01, '03, '06, '08, '12, '13, '14, '15, '16
- Brewmaster's Cup: '01
Comment
-
The reason to play them in the first two games is because any plays-on-field is an exposure to injury. If they're going to get hurt, better that they get more time to heal.
You can also check how much rust they have after Pre4. I'm fine with some rust; even 'significant' takes one real game of starting to knock off.
I always do these things as well, and take any bubble player I can stash on IR as a bonus. So the 5-game preseason *helps* the attentive GM, not the other way around. The injury exposure is fairly minimal if you throw enough time at flipping depth charts and ST buttons this time of year. I've enjoyed playing that way, but to reiterate, I won't be sorry if Jim decides to roll all this up into one sim and stop asking GMs to do this :-)Float likeabutterflysting likeabee.
Comment
-
Originally posted by Aston View PostThe reason to play them in the first two games is because any plays-on-field is an exposure to injury. If they're going to get hurt, better that they get more time to heal.
You can also check how much rust they have after Pre4. I'm fine with some rust; even 'significant' takes one real game of starting to knock off.
I always do these things as well, and take any bubble player I can stash on IR as a bonus. So the 5-game preseason *helps* the attentive GM, not the other way around. The injury exposure is fairly minimal if you throw enough time at flipping depth charts and ST buttons this time of year. I've enjoyed playing that way, but to reiterate, I won't be sorry if Jim decides to roll all this up into one sim and stop asking GMs to do this :-)
I'm thinking, who the hell is Jim? I thought maybe that was Kosar's real name.
Baltimore Bulldogs - BLB since '84
- Porter Champs: '92, '93, '97, '98, '01, '03, '06, '08, '12
- Playoffs: '92, '93, '97, '98, '99, '01, '03, '06, '08, '12, '13, '14, '15, '16
- Brewmaster's Cup: '01
Comment
-
Comment