I understand the desire to set your overrides in preseason but I do wonder how overrides work with fatigue settings.
I've experimented with it a little but I don't have a definitive answer but let's say you have a 30 fatigue setting for receivers but you use an override to have a certain player at a certain position during certain formations...does the A.I. factor in a hard limit based on fatigue or does it override the fatigue setting completely?
From my experience, I like to use my starters all game in the preseason but I also use super low fatigue settings so my starters aren't playing tge entire game. I will set it as low as 15-20 in the preseason so every player gets snaps.
I also highly recommend using the Max roster (60) during the preseason so injuries to starters have a slightly lower chance.
I do know that injuries are gonna happen at a predetermined rate across the entire league. I've done a deep dive into this and it's pretty much a lock.
Every league has an injury slider and the base 100 setting leads to a set amount of injuries (approx 110) per game. That's across the entire league and here is where luck becomes a factor. Those 110 injuries won't necessarily be spread evenly across all 32 teams. I remember Raidergreg having 20 injuries in tge USFL under the base 100 injury rate while other teams had just 2,3 or 4. That situation is extremely rare but it is possible.
As the slider is moved up or down, the set number of injuries per game with increase or decrease by the same corresponding percentage.
In essence, unless the league has a 0 injury rate, every team will get injuries and all you can do as an owner is limit a players exposure to "injury rolls" by using lower fatigue settings. Everytime a player in on the field during a play, he must survive an injury roll.
Other things to watch out for is injured players are more susceptible to increased injuries and every injury isn't always listed by a probable or questionable designation. A player can show as healthy in the team details drop-down menu but if you click on a player and check his health tab, he may be less then 100 in some area.
That's the normal wear & tear from playing football but if you ignore a nagging injury and overuse a player, it could lead to a bigger injury.
MFN is far from perfect but there are some interesting layers JDB put into this game which keeps me interested after all these years. Nobody enjoys a key injury to their team but all 32 teams are dealing with their own issues and building a deep roster with quality depth is a key component to winning. Injuries **** but they will happen and it's how you overcome those injuries that keeps this game interesting.
I had a league with 0 injuries and it was incredibly dull and took very little effort because you never had to change your depth chart or even check it once it was set. The league lasted around 6 seasons and died a miserable death which is ironic since it was called the Death & Destruction League.
LOL,
CJ