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Partial injuries

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194768.8 in reply to 194768.7
Date: 8/23/2011 9:36:47 AM
Overall Posts Rated:
3030
but partial injuries will be possible lost matches, cause it disturbs your match strategy with no chance for reaction, meanwhile a 2 week injury is worst but it gives u the option to react by selling or buying or simply changing the roster for the next game

with more partial injuries u make more "random" results


I don't understand how a partial injury disturbs your match stratagy more then a normal injury? I suggested giving an option to play through partial injuries so what you said makes absolutely no sense.

This Post:
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194768.10 in reply to 194768.6
Date: 8/25/2011 2:13:23 AM
Overall Posts Rated:
766766
I think having to add an option in the game setup on what to do with a partially injured player kills this idea.

Its a nice idea, i just tihnk it needs to be looked at from a slightly different angle.

As mentioned, game shape does 'simulate' a players lack of ability after he has time off, and frankly game shape is hard enough as is to manage without having to deal with partial injures.

At the moment, injuries, overtime, grabage time, fouls, are all in contriubtion to the frustrations of managing game shape. These partial injuries would just make it so annoying.
and currently a player can get injured in a game, sit out that game, but then he isnt injured for any future games, so i would kind of call this a partial injury anyways.



This Post:
00
194768.12 in reply to 194768.11
Date: 8/25/2011 4:56:04 AM
Overall Posts Rated:
766766
yer i like this.

Player 1 - Stamina 5 GS - 7 ... = 12. Playing time 37 mins.

Player 2 Stamina 5 GS - 9 = 14 - Playing time 40 minutes.

Sometihng like that would be ok. This would help with replicating injury layoffs. ie: The situation whereby a player is injured, his GS is ruined, so when you bring him back after injury, he doesnt play 40-dodgy minutes, he only plays 30 dodgy minutes, and the backup plays more.

I like it.