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celamantia

Injuries, Health, Fatigue, Stamina, Conditioning and Attitude

June 09, 2010 at 09:13PM View BBCode

Here is how Injuries, Health, Fatigue, Stamina, Conditioning and Attitude interelate to a player's general overall health.

Health - This measures a player's overall likelihood to be injured and for severe injuries the overall length of his recovery. It also impacts the exact date a player returns from an injury.

- Conditioning - This is not an "ability' rating; it is a score that fluctuates from week to week indicating how ready a player is to play. This score is directly related to the Attitude attribute, with Attitude in this case representing "work ethic". A player with maximum Attitude will always (when healthy) be near maximum at Conditioning, showing he is always ready to play. "Flakier" players with lower Attitudes will fluctuate more, sometimes being at maximum Conditioning and sometimes lower. Also, players coming off an injury mid-week will often have a reduced Conditioning for the next game.

Fatigue - This occurs during a game. The rate at which Fatigue builds up is directly related to a player's Stamina. Every second off the field (including time outs, halftime, etc.) reduces a player's fatigue, again proportional to his Stamina. A player's Fatigue at the beginning of the game is set to the inverse of his Conditioning (that is, a player with 98 Conditioning starts at 2 Fatigue, a player with 85 conditioning starts at 15 fatigue) and players cannot recover Fatigue beyond their Conditioning level during a game. In your depth charts, you set the Fatigue levels at which players substitute in and out, by position, defaulting to them subbing out at 60% and going into "rest mode" until they hit 80%, at which they will return to the game if they are higher than any other player on the depth chart not in Rest Mode.

Injuries - Injuries occur during a game on specific plays. The average injury rate is about once every 50 plays, meaning two to three injuries will occur during a game. 80% of these injuries are minor and result only in minutes away from the field. This is represented by the players suddeny taking a Fatigue hit and going into rest mode whether or nor they hit the Rest threshold. Players with these injuries will be fully healed after the game.

"Loss Time" injuries - The remaining 20% of injuries normally range from 2 to about 90 days, with about half of them being 10 days or less.

"Severe" injuries - Players with injuries over 45 days have a "severe" injury that will not only lay the player up for 10-30 additional days, but will also reduce a player's abilities, sometimes permanently. The chance of a 45+ day injury being treated as "severe" is a function of a player's health; it will almost never happen to a player with 100 health (the chance is about 1 in 600), and will happen about a third of the time to a player with 1 health (players with 0 health retire).

Injuries that result in lost time are taken against a specific part of the body, and recovery times are appropriate to these injuries (data influenced by studies at http://www.nata.org/jat/readers/archives/42.2/i1062-6050-42-2-221.pdf and http://www.eorthopod.com/content/high-incidence-of-arm-and-elbow-injuries-in-professional-football-should among others).

Injury distribution - Although the injury rate overall is a constant, who actually receives the injury is affected by a number of factors. Anyone on the field at the time of the injury (specifically at the end of the play) is a potential victim. By default, injuries are distributed as follows:

9.9% Offensive Line
17.5% Quarterback
19.6% Running Backs
14.4% Wide receivers
11.3% Defensive linemen
15.5% Linebackers
11.7% Defensive backs

These chances are represented by these base numbers being multiplied by 10, with that player earning that many "tickets" to win the injury lottery. Modifications listed below add or remove tickets from this "lottery".

During kick formations, kickers and punters inherit the 17.5% Quarterback base but get a 5% bonus as they are generally better protected.

From there, the bases are tweaked based on health and aggressiveness:

- Health - Players with 0 health have their chance of getting injured potentially more than doubled. Players with over 80 health have their chance of injury reduced.

- Aggressiveness - More aggressive players have a higher chance of injury; specifically, they get an extra 4 "tickets" for each 10 points of Aggressiveness.

- Role - The ball carrier/receiver (or QB during a sack) and the defender that takes him down have their chances of injury on the play doubled. In addition, the offensive player's chance of injury is increased by the defensive player's Aggressiveness.

Finally, all these "tickets" are thrown together and the "winning" player gets saddled with the injury.

Does this all make sense/seem intuitive/sound right?

(Note: I know that injuries sound severe, with the top injuries potentially being longer than the full season, but these injuries are still dialed down from reality where an average of 10% of all NFL players are injured at any given time.)

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