Post by AND1 on Nov 18, 2006 12:55:24 GMT -5
So I'm thinking of new ways to make the league much better. And I've always wanted to incorporate a 'Injury System' because injuries are apart of basketball. Also, it will test team's depth, and not always have the best players getting all the playing time. So with this, what are your ideas on how to turn this idea into reality?
Here is my idea: I will add a stat to the upgrades called "Injury-Prone". And the more points you put into it, the less injury prone you are. I am thinking of a way using that as a base. I will edit this post when I come up with a good, effective way.
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AND1's Idea
Here is the gist of my idea. It will go in order such as:
1) Every sim, I will pick a random number (1-3). This will determine how many potential players can fall into injury.
2) Then I will pick a random number (1-6) from a hat.
1 = AND1, 2 = Converse, 3 = Jordan, 4 = Nike, 5 = Adidas, 6 = Reebok
3) Whichever corresponding team gets picked, I will look up their boxscore for that week.
4) Then depending on how many players played in the game (players that didn't get any playing time cannot be injured), I will pick another random number (1-# of last player).
5) Then whoever falls in that slot, will get tested to see if they fall into injury. I will flip a coin (Heads = Goes to Chance, Tails = Safe from Injury). If it goes to chance, then the next event will happen.
6) If Heads, I will look up at their 'Injury' stat. For each 10 points in the Injury stat, that gives you another chance to dodge a injury. (10+ = 1 Chances, 20+ = 2 Chances, etc. Max is 100 = 10 Chances.).
7) I will flip a coin, whenever it falls on tails, then your safe. If you have only 1 chance, then you get a 50/50 chance. If you have 20 points on the 'Injury' stat, then you get 2 chances. Say, if you have 30 upgrades points, it will go something like this.
1st Flip = Heads, 2nd Flip = Heads, 3rd Flip = Tails
This would mean you are safe. I will keep flipping the coin until Tails shows up. But if you run out of chances, and a Tails hasn't shown up, then you will fall into injury. So more chances will give you a more chance of not getting injured, unless you have REALLY bad luck. If this happens, the next event will happen.
8) I will pick a random piece of paper that will have one of the following written on it.
1 Paper: "10 Week Injury"
3 Paper: "5 Week Injury"
5 Papers: "3 Week Injury"
10 Papers: "1 Week Injury"
9) Repeat according to 1st step (1-3 potential players).
During injuries, you CAN STILL upgrade through pickems, articles, etc. But it will go much slower since you cannot gain performance points.
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What are your ideas/comments?
Here is my idea: I will add a stat to the upgrades called "Injury-Prone". And the more points you put into it, the less injury prone you are. I am thinking of a way using that as a base. I will edit this post when I come up with a good, effective way.
================================================
AND1's Idea
Here is the gist of my idea. It will go in order such as:
1) Every sim, I will pick a random number (1-3). This will determine how many potential players can fall into injury.
2) Then I will pick a random number (1-6) from a hat.
1 = AND1, 2 = Converse, 3 = Jordan, 4 = Nike, 5 = Adidas, 6 = Reebok
3) Whichever corresponding team gets picked, I will look up their boxscore for that week.
4) Then depending on how many players played in the game (players that didn't get any playing time cannot be injured), I will pick another random number (1-# of last player).
5) Then whoever falls in that slot, will get tested to see if they fall into injury. I will flip a coin (Heads = Goes to Chance, Tails = Safe from Injury). If it goes to chance, then the next event will happen.
6) If Heads, I will look up at their 'Injury' stat. For each 10 points in the Injury stat, that gives you another chance to dodge a injury. (10+ = 1 Chances, 20+ = 2 Chances, etc. Max is 100 = 10 Chances.).
7) I will flip a coin, whenever it falls on tails, then your safe. If you have only 1 chance, then you get a 50/50 chance. If you have 20 points on the 'Injury' stat, then you get 2 chances. Say, if you have 30 upgrades points, it will go something like this.
1st Flip = Heads, 2nd Flip = Heads, 3rd Flip = Tails
This would mean you are safe. I will keep flipping the coin until Tails shows up. But if you run out of chances, and a Tails hasn't shown up, then you will fall into injury. So more chances will give you a more chance of not getting injured, unless you have REALLY bad luck. If this happens, the next event will happen.
8) I will pick a random piece of paper that will have one of the following written on it.
1 Paper: "10 Week Injury"
3 Paper: "5 Week Injury"
5 Papers: "3 Week Injury"
10 Papers: "1 Week Injury"
9) Repeat according to 1st step (1-3 potential players).
During injuries, you CAN STILL upgrade through pickems, articles, etc. But it will go much slower since you cannot gain performance points.
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What are your ideas/comments?