(06-22-2020, 06:13 PM)Maglubiyet Wrote:Absolutely correct with the mobile QB vs 'pocket' QB and the Speed breakpoints. I'll wait for infinite's post to not spoil anything, but the conventionally-held strategy is correct. It's actually worse for a 'pocket' QB to improve Speed past 79 (technically it becomes better again at 93+ Speed, but our self-imposed archetypes do not allow for such a player to exist). The only breakpoint I see specific to Arm is at 90, where WRs can get a slight boost. However, there is still much work to be done, so I wouldn't rule out anything.
haha thanks! I'm working on doing some sim tests to see if I can confirm some of the thoughts I have based on the code, so it might take a bit. But this is correct as far as I can tell!
(06-22-2020, 06:13 PM)Maglubiyet Wrote:Almost every position undergoes some type of modification to Speed when a play goes live, and the reasons vary greatly from position to position. Almost universally, the higher boosts to Speed are given to players that have a lower base Speed stat. Conversely, if a player is having a great day statistically, they will start to receive penalties to Speed. I suspect this was likely done to prevent exploits and to make the game more realistic (e.g. no WRs having 200+ yard games on a regular basis).
Yup. It has some realism to it - for example if you have more than 30 rush attempts you slow down because you're probably tired. Weird that it has absolutely nothing to do with endurance though.
(06-22-2020, 06:13 PM)Maglubiyet Wrote:I have found that there is a hidden attribute called 'Energy', which is related to but not identical to Endurance. However, I have not yet identified any specific effect that it has on gameplay--so far, it seems to be related more to the 'franchise mode' of the sim in regards to player negotiations and management.
Haven't figured anything out with that either. It's bizarre. I'll have to look at the Chase and other in-play things and see if I can find it.
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