Who would volunteer for injuries? (NOT SEASON ENDING OR UNABLE TO PLAY INJURIES, JUST TEMPORARY STAT ADJUSTERS).
Players wishing to use VAs and SAs that could cause them.
Players wishing to play "hard".
Why?
To get the boosts those things give.
How does this improve play? Added "realistic" feel, added tactical choices and incentives, more variation in play choices and outcomes.
Here is how it could work
Volunteering for Injury
ONLY Players who have made a tactical or build choice in game that makes them prone to injury can be injured beyond "banged up".
Player's "volunteer" for injury if they use any of the following VAs or SAs (includes AEQ and CEQ) or set player energy tactics to "Hard" for a game. If they set tactics lower than hard and remove these SAs or VAs from their build then they will no longer be volunteered for injuries.
Things that volunteer a player (make them eligible for) injuries
Playing on High Energy Settings (Hard, but have a slider with more increments), Monster Hit, Big Hit, Big Sack, Quick Cut, Cut Block, Head Hunter, Jack Hammer SAs, Brick Wall*, Stone Wall*, Power Tackler*, Bruiser*, Tenacious, Mr First Down, Adrenalin Junkie VAs.
Once prone to injury, a player has a chance of injury, the chance being altered by the player's build and tactical choices, so there could be control over it.
Types of Injury
Banged Up - Decreases player energy and maximum energy by 1 to 5 for 2 to 10 plays. Icon on player name in replays and mention on play by play is indicator this happened. Occurs when injury of any kind is triggered for a player that did not Volunteer for Injuries. Healed at end of half or game regardless of play count.
Pre-Injury. Decreases energy and maximum energy by 5. Increases the chance for higher injury. Heals at a Stamina % chance each roll over.
Minor Injury. Minus 1% to players attributes and skills. Decreases energy and maximum energy by 10. Increases the chance for higher injury. Heals at a Stamina % chance each roll over.
Significant Injury. Minus 5% to players attributes and skills. Decreases energy and maximum energy by 15. Increases the chance for higher injury. Heals at a 1/2 Stamina % chance each roll over.
Major Injury. Minus 10% to players attributes and skills. Decreases energy and maximum energy by 15. Increases the chance for higher injury. Heals at a 1/3 Stamina % chance each roll over.
Injury Checks would be triggered by each tackle, block and turn of more than 5? degrees.
The Base Chance of Injury would be based upon the strength of the tackle, the combined power of the block (speed and weight of blocker and blocking at moment of engaging the block) or the energy of the turn (combination of speed and degrees being turned).
The Base Chance would be modified by the dot's attributes, skills and tactical settings as follows.
Things that would lower your dot's chance for injury -
Receiving a lower power tackle, lower speed at time of injury check, higher agility, Higher Stamina, Higher Vision, Playing on lower energy settings (ie normal and light though make it a slider with more increments), Brace For Impact SA, Distance Runner, Technique Man, Balance, Slow Starter, Second Wind, Streaky VAs, and quality of teams physical training staff.
Things that would increase your dot's chance of injury
Having a Pre-Injury, Receiving a high power Tackle, higher speed at time of injury, lower agility, Lower Stamina, Lower Vision, Playing on High Energy Settings (Hard, but have a slider with more increments), Monster Hit@, Big Hit@, Big Sack@, Quick Cut, Cut Block@, Head Hunter@, Jack Hammer@ SAs, Brick Wall*, Stone Wall*, Power Tackler*, Bruiser*, Tenacious, Mr First Down, Adrenalin Junkie VAs.
*These could arguably be the opposite, but I was thinking that things that meant the player was fighting the tackle or block harder would increase the chance of being injured.
@ Giving or receiving a hit or block that triggers one of these SAs would increase the chance of injury for both the tackler and tacklee or defender and blocker for cut block. Note that only HAVING these SAs or VAs make you eligible for injury however. If not volunteered for injury and you receive a hit with one of these SAs or VAs in effect, that would trigger an injury check that could only result at most in Banged Up if not volunteered for injury.
HEALING
As noted in the injury types, the base % chance of healing is based on stamina and the injury level and is checked for at roll over. This can be further modified as follows.
Chance is decreased by 3/2/1% for each play played that day on Hard/Normal or Light tactical settings (can have this on a slider with more increments).
Chance is increased by the quality of the Team Rehab facility.
Chance is increased by .5% for each level of Leader SA, Natural Leader, Big Heart, and Heart of Champion VAs.
TEAM PHYISCAL TRAINING AND REHAB FACILITIES
Added to the Stadium and Promotions would be a Physical Training tab and a Rehab Tab. Teams would spend money each season to have a PT or Rehab facility, how much being spent determining how helpful the facility is.
PT would decrease the chance of being injured. They could also give bonuses if that was desired (increase team stamina, say).
Rehab would increase the chance of injuries healing.
OPTION
As discussed below, instead of making volunteering for injuries the result of existing stuff, make it a plus you can elect to use with the risk of injury
The upside could be adding a fourth energy setting. "extreme", that would give +1% to all stats and attributes or something along those lines and THAT would be how you volunteered to be injury prone. The rest would just be how likely it would be and what could trigger injuries.
Players wishing to use VAs and SAs that could cause them.
Players wishing to play "hard".
Why?
To get the boosts those things give.
How does this improve play? Added "realistic" feel, added tactical choices and incentives, more variation in play choices and outcomes.
Here is how it could work
Volunteering for Injury
ONLY Players who have made a tactical or build choice in game that makes them prone to injury can be injured beyond "banged up".
Player's "volunteer" for injury if they use any of the following VAs or SAs (includes AEQ and CEQ) or set player energy tactics to "Hard" for a game. If they set tactics lower than hard and remove these SAs or VAs from their build then they will no longer be volunteered for injuries.
Things that volunteer a player (make them eligible for) injuries
Playing on High Energy Settings (Hard, but have a slider with more increments), Monster Hit, Big Hit, Big Sack, Quick Cut, Cut Block, Head Hunter, Jack Hammer SAs, Brick Wall*, Stone Wall*, Power Tackler*, Bruiser*, Tenacious, Mr First Down, Adrenalin Junkie VAs.
Once prone to injury, a player has a chance of injury, the chance being altered by the player's build and tactical choices, so there could be control over it.
Types of Injury
Banged Up - Decreases player energy and maximum energy by 1 to 5 for 2 to 10 plays. Icon on player name in replays and mention on play by play is indicator this happened. Occurs when injury of any kind is triggered for a player that did not Volunteer for Injuries. Healed at end of half or game regardless of play count.
Pre-Injury. Decreases energy and maximum energy by 5. Increases the chance for higher injury. Heals at a Stamina % chance each roll over.
Minor Injury. Minus 1% to players attributes and skills. Decreases energy and maximum energy by 10. Increases the chance for higher injury. Heals at a Stamina % chance each roll over.
Significant Injury. Minus 5% to players attributes and skills. Decreases energy and maximum energy by 15. Increases the chance for higher injury. Heals at a 1/2 Stamina % chance each roll over.
Major Injury. Minus 10% to players attributes and skills. Decreases energy and maximum energy by 15. Increases the chance for higher injury. Heals at a 1/3 Stamina % chance each roll over.
Injury Checks would be triggered by each tackle, block and turn of more than 5? degrees.
The Base Chance of Injury would be based upon the strength of the tackle, the combined power of the block (speed and weight of blocker and blocking at moment of engaging the block) or the energy of the turn (combination of speed and degrees being turned).
The Base Chance would be modified by the dot's attributes, skills and tactical settings as follows.
Things that would lower your dot's chance for injury -
Receiving a lower power tackle, lower speed at time of injury check, higher agility, Higher Stamina, Higher Vision, Playing on lower energy settings (ie normal and light though make it a slider with more increments), Brace For Impact SA, Distance Runner, Technique Man, Balance, Slow Starter, Second Wind, Streaky VAs, and quality of teams physical training staff.
Things that would increase your dot's chance of injury
Having a Pre-Injury, Receiving a high power Tackle, higher speed at time of injury, lower agility, Lower Stamina, Lower Vision, Playing on High Energy Settings (Hard, but have a slider with more increments), Monster Hit@, Big Hit@, Big Sack@, Quick Cut, Cut Block@, Head Hunter@, Jack Hammer@ SAs, Brick Wall*, Stone Wall*, Power Tackler*, Bruiser*, Tenacious, Mr First Down, Adrenalin Junkie VAs.
*These could arguably be the opposite, but I was thinking that things that meant the player was fighting the tackle or block harder would increase the chance of being injured.
@ Giving or receiving a hit or block that triggers one of these SAs would increase the chance of injury for both the tackler and tacklee or defender and blocker for cut block. Note that only HAVING these SAs or VAs make you eligible for injury however. If not volunteered for injury and you receive a hit with one of these SAs or VAs in effect, that would trigger an injury check that could only result at most in Banged Up if not volunteered for injury.
HEALING
As noted in the injury types, the base % chance of healing is based on stamina and the injury level and is checked for at roll over. This can be further modified as follows.
Chance is decreased by 3/2/1% for each play played that day on Hard/Normal or Light tactical settings (can have this on a slider with more increments).
Chance is increased by the quality of the Team Rehab facility.
Chance is increased by .5% for each level of Leader SA, Natural Leader, Big Heart, and Heart of Champion VAs.
TEAM PHYISCAL TRAINING AND REHAB FACILITIES
Added to the Stadium and Promotions would be a Physical Training tab and a Rehab Tab. Teams would spend money each season to have a PT or Rehab facility, how much being spent determining how helpful the facility is.
PT would decrease the chance of being injured. They could also give bonuses if that was desired (increase team stamina, say).
Rehab would increase the chance of injuries healing.
OPTION
As discussed below, instead of making volunteering for injuries the result of existing stuff, make it a plus you can elect to use with the risk of injury
The upside could be adding a fourth energy setting. "extreme", that would give +1% to all stats and attributes or something along those lines and THAT would be how you volunteered to be injury prone. The rest would just be how likely it would be and what could trigger injuries.
Edited by yello1 on Jun 28, 2012 17:09:56
Edited by yello1 on Jun 28, 2012 17:09:31
Edited by yello1 on Jun 28, 2012 15:16:24






























