Mon May 25, 2020 11:07 pm
First, I know about the fact that some players can't get injured and some can't be injured for more than the rest of the game. however, playing in the 2019 set you are talking about 13 total players, which isn't enough to go around in a 12 team league. And there are zero Catchers and Zero pitchers.
The problem with the massively increased injury possibility in this game is that there's no contingency for the injuries. If you have 4 or more injuries in a three game set (which has happened to me 6 times in 34 nights of play) you become forced to cut players at a penalty. or else (well i don't know exactly, I'd like to win and playing without a Pitcher or a Firstbaseman doesn't doesn't seem to be a good strategy for winning)
So you wind up rotating your lineup through the waiver wire and slowly losing capacity to field a decent team. And while the tracking of the year is very appealing, the commitment the game has to giving you a couple of injuries everyday, which forces the exchange of players renders the season long stats fairly meaningless, because only a handful of your players can survive on your team for anything close to a season. It completely strips away any amusement that comes from the pages of stats provided because you don't get to have season totals.
No team in real baseball is ever faced with going into a game with third base empty. It's a crazy divergence which completely strips this game of anything close to realism. And spending all your time trying to roster 10 batters (in a DH league) rather than trying to put together a good team isn't enjoyable. And as I said it creates a situation that never exists in real baseball. It's the way the card is set up that's the problem: most players have more injury outcomes than Home Run or Triple (some even double) possibilities, it's simply way out of wack.
I don't want to complain and not offer a way that could be better. So I have two ideas.
1. The idea of having 300 injuries in a 162 game season is ludicrous. They could add in a layer after the all too common injury outcome. A "Saving Throw" on a 20 sided where you need to roll below 20- injury rating to negate the injury. This would probably cut the number of injuries down to under a hundred a season, which would be good.
or
2. Create a free Nameless Replacement Level Player card, of average speed and fielding, designed to hit around .200 (maybe .240 OBP, that you can pickup only when you have an injured player (which is about 90% of the games). Then you could keep your players through a 5 day injury and get some use out of the many stat pages.
Like I said, there are some incredibly fascinating parts of this game. But this one thing, this bizarre commitment to injuring players every single series is awful enough to make the good stuff not worth it.