The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

NOTE: As of the last sim, this league was under the minimum 20% capacity. Invite your friends to join MyFootballNow to keep this league alive! Then send them to this league to become the owner of a team! The league will expire at 9/26/2024 8:01 am.

League Forums

Main - Community Help Forum

Re: Fatigue rate

By Lucky
12/06/2019 9:41 am
Lamba wrote:
Offense rotates, but has the benefit of knowing what's going to happen, which is how they can trap defense and fatigue them.

Obviously RBs, for example, are more tired during and after the game, than before.


No offense but was this an answer? I don't understand.

Re: Fatigue rate

By Lucky
12/06/2019 9:41 am
Bexus76 wrote:
It's harder to chase someone running from you than it is to run from that same person. Its easier to change direction than it is to read a change and react to it. If a defender knew where a route was going before hand and could run straight there without having to shed blockers, defense would fatigue at the same rate as the offense irl.


It feels like this was the first half of what you were gonna say..

Re: Fatigue rate

By raymattison21
12/07/2019 2:27 pm
Lucky wrote:
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.


Older codes I had many guys with 1600 snaps in a season . pretty tough to get those numbers in the nfl . So , the impact is seen when you sub a guy out for one with lower ratings and you lose a roll.

Athletically , you will see an overweight linebacker lose ground in chase vs. A smaller back or reciever, but the smaller the weight gap is the less you see that from being tired .

I feel fatigue has a more profound effect on injuries , especially in preseason when conditioning is low. Consecutive snaps to one guy will cause a fumbles too but that stuff is pretty random.

But there no reason to bench a guy for being tired, the fatigue rate just isn't that strong. It can't be because it only goes by a player's weight . I like our code, it is kinda like real life some, but you can exploit it a little because it doesn't take into account for the players build.

Taller learner guys should have lower fatigue rates , and shorter heavier guys should tire quicker . Its more accurate physiology . ...cluster injuries would benefit . Really those stocky guys should be a bit more durable and the 6'7 running backs should get hurt more often ..just like real life......that hidden part is a bit wacky.

Only through trial and error one can assume the fatigue hits taken through out a play . Distance traveled is the main one, but missing a tackle or breaking a tackle might be one. Maybe pushing or dragging a guy takes more out of a player. I swear young guys don't tire as quick but all this is just observational .

Consistently my backups to out play there ratings , but in terms of logic there the lower setting the more backups will play . Set to 10 and it pulls them all at 90 fatigue . ...set it at 90 and and you never see the backup unless there's an injury .

The system will search through the depth chart until it finds some one tired at your setting , then I assume , it will find some one else or choose a guy has recovered to at least the same setting so to be called upon again . For example I will use a setting of 19 for dline and my 4 LDEs will have a distribution between 50% and 30% of the snaps. Going lower would have my backups play even more.

Re: Fatigue rate

By Lucky
12/07/2019 2:54 pm
This was a terrific answer!!