when exhaustion kicks in
- Anytime in the 4th quarter if the player has not been subbed out enough* during the course of the game, any action he makes may cause him to become exhausted.
* There is a specific ratio of rest a player needs to be safe from exhaustion. For example, Subbing for 30 seconds in the first 3 quarters is not enough.
how players are affected
- An exhausted player can continue playing (although the GE usually finds it better for them to sit).
- An exhausted player has their energy severely reduced so they perform at a much lower level than usual.
- An exhausted player can come back into the game, although they most likely will be suffering from some energy loss.
Many thanks Justin. Following your reply and the 30 seconds example, I've recapped a few good points made in the thread and some personal additional considerations. All the following is somehow interlinked.
- How players with high stamina should now be considered? As they hardly gets substitutions despite having a designated sustitute, I'm guessing that in the end high stamina could mean higher chance of exhaustion. Has this been considered?
- Increase the control over the substitution and rotation minutes during the match, as the GE still sometimes picks players that are not supposed to be used in training slots and this will be increased by the exhaustion dynamic.
- Consider a raise on the arena earnings, to support the market of middle aged players (also see the next point).
- Remove completely the coach skill related to olders player and increase the older players skill drops frequencies, so to push for a training focused approach, preventing teams to be built on a few, low cost old players and force the now less cost-effective training on youngsters (at the moment there is no reason to train to sell on the market, prices are too low compared to the salaries). This would also mean larger rosters for all teams due to the trainees, equalizing the current disbalance.