Yeah, great questions bud. I don't have any comprehensive answers for you, only the devs can really answer them with 100% accuracy, but obviously I have some fair anecdotal evidence to draw from so here's what I think.
I have long advocated that every player, fictional or historical, is allocated what I call "import DNA" when they enter the game, covering not just their playing style (I won't go down that rabbit hole; you're welcome...) but also personality traits such as work ethic and the like which clearly have no basis in fact. I believe a player's injury proneness falls into this category. If you think about it logically, the game has to generate a full profile for every player regardless of whether recalc or just the engine are being used and to cover all of the settings options available. Remember, recalc only covers statistical output. The rest has to come from somewhere to cover if dev only is being used and fill in the rest of the blanks in every case. A "fleshing-out" of the player, if you will.
So if a player misses a good chunk of a season, this won't affect his injury proneness for that season. What will happen is if he falls under your specified "make bad" thresholds then the game will discount that season's stats accordingly.
So I feel proneness is randomised and affected by the injury settings you have applied. If a player is given a high proneness / fragility and you have injuries set to modern day or one of the other higher settings, the higher the proneness the higher a player's chances of suffering injuries. From there it is just luck of the draw. And, yes, no doubt age plays a part.
That's how I see it, anyway.
Hope it helps.
G
Last edited by luckymann; 01-20-2024 at 06:49 PM.
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