ChrisL
Harsh injuries!
January 30, 2002 at 02:19AM View BBCode
Well, the mail for injuries is working... I had three players injured tonight; one's out for a month and the others are out for two months.
I've noticed ths before; no one ever seems to get a sprain that takes them out for a day or two... they all seem to get impaled in the chest with a broken bat or something. I'm waiting for one of my guys to get flat-out killed....
I wonder if there isn't a better way to do injuries. Say when a guy gets injured, his Injury score gets a random value from 10 to 300. Players with a score higher than, say, 50 cannot play and are injured. A player's injury score is reduced every day based on his health rating/10, so someone with a 73 rating would reduce this number by 7 points a day.
If someone with a score below 50 played, there would be two penalties:
- All abilities would be reduced by that percentage, so someone plying injured with an injury score of 37 would have his ability scores reduced by 37%;
- While playing injured, his health would be treated as half (or, if that's too harsh, say 70%) of his normal health score, causing him to recover more slowly and make him more likely to bring further injury upon himself.
- Each really severe injury (say, 150 points or more) should permanently reduce the player's health score by, say, 1 to 5 percent.
So, let's say we have Joe Walker. Joe's health is 65, his power against leftys is 55, and he's currently in a game. Joe breaks a leg sliding into home and gets an injury of 167. This is a severe injury; the random number generator spits out a 3, and Joe's health is reduced by 3% to 63.
Joe's going to recover 6 points per day from his injury, so he's out for 28 days. After 24 days, however, with 23 injury points remaining, I put him in a game, even though he hasn't fully recovered. Against lefthander PeeWee Garciaparra, his normal power of 55 is reduced by 23% to 42, and at the end of the day he will only recover 3 points from his injury, not 6.
What do you think?
--Chris
tysonlowery
January 30, 2002 at 05:14AM View formatted
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Chris, some good ideas in there I'll have to think about it.
Here's how it works today (and as I look it up, I agree it might need to be tweaked).
An averaged health player (50), will suffer an injury once every 250 games. An unhealthy player (0), once every 112 games. And a really health player, once every 450 games (or about 3 seasons). I'm now thinking that I should make it less likely to get injured.
The length of the injury can vary between 1 and 70 days. I take a random number between 1 and 4900, take the square root of that number, then subtract it from 70. This should put more injuries on the lower end, instead of the higher end, of the 1-70 range. To make it move further towards the lower range, I could do the cube root of 343,000. Maybe I'll give that a shot.
Also, health only factors into whether someone is injured, not how long. Maybe it should be both.
ChrisL
January 30, 2002 at 06:01AM View BBCode
Are injuries tied to individual plays, or are players simply checked for injuries? If not, a player could be injured who isnt even in the game! I went back to look for this, but the injuries were in the Hyper League, so I have no idea when they occurred. Perhaps the message could include the date (in game time) or the game number, so I can match it up better: "Frenchy Withem was injured in the 4/26/1950 game against the Highlanders and is expected to be out for 52 days."
--Chris
tysonlowery
January 30, 2002 at 06:22AM View BBCode
The player has to play in the game for him to be "eligible" for getting injured. Its not the best way, ideally the injury should happen during the game.
I should put the game number or date in. Good idea.
ChrisL
January 30, 2002 at 07:07AM View BBCode
Originally posted by tysonlowery
The length of the injury can vary between 1 and 70 days. I take a random number between 1 and 4900, take the square root of that number, then subtract it from 70. This should put more injuries on the lower end, instead of the higher end, of the 1-70 range.
This still gives fairly linear results. What you are doing now is INT(70-SQRT(RAND()*4899))+1. Try INT(70-SQRT((RAND()*2450)+(RAND()*2449)))+1 instead; this gives more of a bell curve with most injuries ranging from a week to a month.
--Chris
Bob
January 30, 2002 at 10:46AM View BBCode
While I don't claim to know how to do the math, I think it would be good to have some sort of forced rest days for position players. The way it is now, if a player isn't injured he'll play 162 games -- even a catcher. Doesn't seem realistic.
Maybe based on health or a combination of health and position, you could come up with a formula that requires a player to take a day off every once in a while. You could either treat this like a one-day injury or simply report to the owner that the player is tired. If he is not rested for a game, his ratings drop by 10% until he does get a day off.
For example, my LF with a health of 87 might be able to play 100 consecutive games before needing a day off. My C with an 8 health, however, would need a break after starting only 5 games in a row.
A change like this would get the backups into the game a little more often. Right now, for example, I have a fairly weak hitting shortstop who is really only on the bench in case my starter gets injured. So far he only has 3 ABs all season. Granted, he's my worst pinch hitter, but that still seems a little on the low side. Just my $0.02.
Ben
January 30, 2002 at 08:36PM View BBCode
mandatory rest seems like a good enhancement
what if there was a fatigue rating like a pitchers endurance the higher the rating the more games a player can play before becoming tired there would be a bar on the roster page that showed how high a players fatigue if it's in the green he is ok to play at 100%
if he goes in the yellow he needs time off and his ratings will drop according to how tired he is
if he is in the red he's very tired and has a major loss in ratings and also is at a higher risk of injury
if you rested a player or your team had a day off the bar would go back up a certain number of pionts each day
ChrisL
January 30, 2002 at 09:00PM View BBCode
What, no Cal Ripkens in this league?
Maybe we should exempt players with a health rating over, say, 60, so we can have a few Ironmen....
--Chris
tysonlowery
February 02, 2002 at 07:22AM View BBCode
I like the fatigue idea. Let me put that one in the enhancements list, something to consider sooner rather than later though.
Chris, question on the math (help needed). With your equation:
(70-SQRT((RAND()*2450)+(RAND()*2449)))+1
The purpose of using two rands with 2450 is to get the number that is square rooted closer to the mid point of 4900 instead or randomly dispersed, correct? The random number would tend to hover around 2450, which would put the mid point at about 20 games (70-50).
This makes sense. Guys tend to get injured for 15 games quite often (which is why they have a 15 day disabled list, right).
I'll put this in, and see how people like it.
Note that I was having problems with the injury email the last 2 days. This has been fixed for tomorrows games.
ChrisL
February 02, 2002 at 02:32PM View BBCode
Originally posted by tysonlowery
Chris, question on the math (help needed). With your equation:
(70-SQRT((RAND()*2450)+(RAND()*2449)))+1
The purpose of using two rands with 2450 is to get the number that is square rooted closer to the mid point of 4900 instead or randomly dispersed, correct? The random number would tend to hover around 2450, which would put the mid point at about 20 games (70-50).
That's exactly right. In a thousand trial runs, I got just about even results for injuries from 14 to 30 days, and the totals fell off on either side of that.
--Chris
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