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Strategy Discussion: Endurance

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  • Strategy Discussion: Endurance

    Endurance: If less than a certain amount, you're guy is a back-up.

    As you all may know I don't do FOFC calculations of 1000's of games of "count everything even if it logically doesn't fit" data but I do notice things enough to have success in this league/game and it's my belief that players with too low endurance (below 40 or so?) are only good as back-ups or situational status. I think play quality, injuries, and penalties go up logically as a digital player gets "tired".

    Situational status: Running down FBs, Nickel/Dime DBs, passing down blitzing LBs, running down LBs, etc...

    I could be wrong.
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    IFL Champions: 2011, 2013, 2022, 2023.

  • #2
    I do something like this for playing time based on the guy's endurance:

    0-10 endurance: 55% playing time
    10-25: 65%
    25-40: 75%
    40-80: 80%
    80+: 85-90% (only if the guy is a stud, otherwise 80%)

    I rarely see guys being tired
    Current GM Fresno Warthogs
    Former GM Cleveland Clawz - 2018 IFL Champions

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    • #3
      I've had both my DEs, who have/had 100 endurance, in at 95% or better for a couple/few seasons now with no apparent negative impact. But my 0 endurance "best CB" got "tired" every time I tried to start him. He's the reason I won't even look at a guy with low endurance anymore unless he's fallen heavily in the draft and is a can't pass up specimen.

      It makes sense though that "tired" isn't an on/off switch but rather a flag to let us know when a player is below a specific threshold on a spectrum of values. So even players who aren't "tired" on the roster screen might not be at full skill level... is my guess.
      <a href="http://glb2.warriorgeneral.com/game/signup.pl?ref=10223"><img src="http://goallineblitz.com/images/game/design/glb_badge-180x60.gif" /></a>
      IFL Champions: 2011, 2013, 2022, 2023.

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