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Very High Injury Setting
Started a random debut using the very high injury setting. I'm currently playing out season 3. First time I've ever used this setting in all my years of playing OOTP. I've always been too scared to try it. Too early to really make a definitive declaration on whether I will continue to use this setting in the future, but so far I like what I'm seeing. Will be able to tell better when players start accumulating enough seasons played and reach full career numbers. I'm starting to think my years of grinding out full seasons a day at a time might be over. With this version of the game, I've started fast simming till August or September and then watching the pennant races. This allows me to get through more seasons. I still have a huge case of Sim Envy though. I wish so much that I could fully develop a love for simming like so many of you have.
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Another thing I would like to comment on is stolen bases. I started this league in 1984 and I'm keeping it in 84 each season. The first season Mike Felder stole 92 bases. In year two he stole over 100 bases. The strategy setting for the game defaults to rarely for stolen bases in 1984. I manually set it to very rarely. I haven't really looked to see whether league wide stolen bases are close to real life overall totals, but over the last couple versions, I've felt reaching the century mark has become way too easy when playing seasons in the 80's- early 90's.
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I always crank stolen bases up, I much prefer the early 1980s baseball style of lots of bases being stolen. On injuries, I sort of hate them because I want to see players have long careers, but I do use a custom injury file too which helps some. But I'm a chronic fast-simmer who only plays in god mode or GM mode.
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I have found - and have been using this combo for a while now - that high player fatigue with high short-term and low long-term gets me what I want in historically-based saves. Arguably, the long-term setting could be ticked up a bit but I hate the idea of players randomly being assigned high injury proneness having their in-game career dictated by this arbitrary decision. In fictional saves, however, I set it at normal.
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The only thing to keep in mind when cranking up injuries is this: with the way injuries are coded & listed in the Injuries.txt file, specific injuries do not change frequency, length, or likelihood based on whether the player is a pitcher, batter 1B/DH, or batter who playes other positions. There are also some injuries that should be connected, but are not.
I've monkeyed around with the injury file before, so what does this mean? It means that a DH who never throws could come down with a UCL injury and be out for an entire year. It also means that, at least from what I've seen with higher injury settings, batters frequently get the same kinds of long-term arm & shoulder injuries that pitchers get. It also means that, since things like concussions and post-concussion syndrome have no connection, a player who has never had a head injury before can suddenly get hit with post-concussion syndrome and find himself out for 5-6 months. |
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I figure higher than historical long term is OK since they've taken away drug suspensions.
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I remember you we worried you weren't seeing enough injuries in yours - is that still the case and on what settings? |
I left it on OOTP Classic and I'm getting more injuries. I'm not sure what injury rate I had on 21 but it's sure leaving an impression that the meaning of "Classic changed from 21 to 23.
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I have a question. I always use the instant injury diagnoses feature. Been years since I've used the delayed feature. If I use the delayed feature, will players that leave the game with minor injuries miss the next game or two while the injury is being determined, or do short term injuries still only result in the players performance being decreased by a certain per cent?
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What kind of injury would make it impossible for someone to play for 2 or 3 days but be 100% on the 4th day?
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Migraines. Bad sushi. Woke up with a bad crick in the neck... Probably a bunch of things that would keep a guy totally out for a day, maybe two. Then he's 75% (or thereabouts) the next day. Then 100% good to go the next.
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