It does seem like BigAnt missed a huge opportunity with improving management mode, but I guess with a small team and also many spinning plates it was always the case that things would have to go on the back burner.
As an avid AFL management mode player and also AI engineer I guess giving my two cents this is how I would build in an injury function - although BigAnt probably already worked it out but haven’t had the chance to implement it
Injury would come in three main factors
- Collisions type marking, tackle, etc
- Category of injury headknock, ACL, Ribs, etc
- Player injury score which is their resistance to injury
Each player will have an injury score when heading into a match this is built up from their age, strength, endurance, and other traits and previous history of injury. This score determines if they will get an injury given an event occuring such as a tackle or marking contest etc
It would look like Probability of injury = (Impact X Fatigue X (1-Injury Score)) + (Type X RandomEventScore)
Impact will be the type of tackle, contested mark, collision which will have a score, this score can be unique for the player applying the force such as determined by weight, height, tackle skill.
Fatigue, already in the game if a player is more fatigued they are more prone to injury and will have a score associated with the fatigue level
The resistance score as mentioned is their ability to resist injury and is made up of the already build in player charateristics such as recovery, fitness, but also has a decreasing percentage based on previous injuries accumulating plus age
Type will be a scoring based on category of injury ranging from head knocks to ACLs, this will be calculated in the type of event and the player history and age
Random factor is a randomised score applied to the event which may result in a freak injury which will determine the severity of the injury and recovery time based on the injury catergory
So then a percentage outcome of getting injured can be
Impact = 80 from a hard tackle
Fatigue = 50% (50 fatigue level / 100)
Injury Score = 80 (young player with minimal injurt history)
Injury type = broken ribs score of 20 with recovery time of 4 weeks (as an example)
Random event chance = 10%
Therefore
80 * 0.5 * (1-(80/100))(20(10/100)) = 10% chance of being injured with ribs with 4 weeks recovery time
However, would be great to get any other input as never really considered myself a game developer but interesting and fun to think of how all these ideas from the community would be implemented