Players: Injury Ratings
All players should have a full set of ratings in the Injury
group, since all players are subject to injury.
The injury ratings are grouped in a box in the lower-right
corner of the player ratings form:
Injury rating
Players who played almost every game have an Iron rating, those who missed many games (more than
10% of the season) are Prone, and others
are Normal. The Very
Prone rating is reserved for the most fragile players, those
who missed more that 25% of the season due to injury.
The injury system in DMB is quite mild compared with real life.
In real-life, it's not unusual for players to miss several months
or an entire season as a result of a single injury. In DMB,
however, even a Very Prone player won't miss much more than a few weeks at
a time, and isn't guaranteed to get hurt at all.
The length of injury depends on the Injury
rule you are using. If the rule is set to Random, injury duration is determined randomly. If it
is set to Injury Rating, a single injury
will not exceed the number of real-life games missed (for any
reason) by the player during the season. For details about the
Injury rule, see Leagues:
Rules and Options.
Percent active
The percentage of the season during which this player was on the
active roster and available to play.
If, for example, the team's season was 154 games long, and a
player was on a farm team (or another big-league team) for 60
games, and on the disabled list (with this team) for another 20
games, his percent active would be (154-60-20) / 154 = 48.
This number helps the computer manager match real-life playing
time in detailed replays using real-life rosters when the automatic
transaction processing option is turned on. If you are not using
automatic transaction processing, you can leave this number at
100.
Percent disabled
The percentage of the team's games that the player missed while
on the disabled list.
If, for example, the team's season was 154 games long, and a
player was on the disabled list (with this team) for 20 games, his
percent disabled would be 20 / 154 = 13.
This number helps the computer manager match real-life playing
time in detailed replays using real-life rosters when the automatic
transaction processing option is turned on. If you are not using
automatic transaction processing, you can leave this number at
0.
NOTE: This number does
NOT affect a player's
tendency to get hurt or the severity of any injuries he suffers.
Those things are controlled solely by his injury rating.
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