Energy

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[edit] Energy FAQ by Bort

[edit] How does energy affect me

  1. Low energy will make your player play worse. He may also have to come out of the game if his energy is too low.

[edit] How much energy will I use in a game

  1. It's entirely dependent on what your player is doing in the game, and his stamina skill. If your player is running around a lot, getting tackled, getting double team blocked, etc, he will use more energy. If he's mostly standing still or not having to do much, he will lose less. A higher stamina skill will make your player become tired slower.

[edit] How is the my energy loss determined at the end of a game

  1. Your player's ending energy after a game is now the exact freshness amount he ended the game with.

[edit] How does IN-GAME energy (breath) work

  1. Energy during the course of a game goes up and down based on what your player is doing. While he's playing, it goes down. While he's sitting on the bench, it goes up. The speed at which it goes up and down is dependent on the player's stamina skill.
  2. In-game energy is related to your energy bar, but it is not the same thing. If it helps to understand, you can call it "breath" instead of energy, to help differentiate it.
  3. In a game, there are two variables used to keep track of your player's "breath." These are hidden, in-game variables:
    • current breath
    • freshness
  4. Every time your player does something, his "current breath" is reduced. At the same time, his "freshness" is reduced by a small amount. The lower the "freshness" value gets, the more quickly the player's "current breath" is depleted from doing things.
  5. When your player is resting on the bench, his "current breath" is increased for every play he sits out. His "freshness" goes up by a small amount as well. Both of these can regenerate to 100, but "freshness" regenerates very slowly.
  6. An example, with basic math:
    • Player A starts with 100 "breath."
      • He plays one play, running around and making tackles.
        • His "current breath" is reduced by 5, to 95.
        • His "freshness" is reduced by .5, to 99.5.
      • Now Player A goes to the bench for one play.
        • His "freshness" is increased by .05, to 99.55.
        • His "current breath" is increased by 5, to 100.

[edit] How does "breath" interact with my energy bar

  1. There are two ways they are related:
  • At the end of every game, the energy bar is reduced by an amount calculated by the player's "freshness" variable. The lower the energy bar goes, the lower the player's "freshness" was at the end of the game.
  • At the start of every game, the player's "freshness" variable is set to the player's energy bar level. If the player's energy starts at 85, his "freshness" starts at 85.

[edit] How does "breath" relate to the manager's sub in/out levels

  1. The sub in/out values a manager sets are compared to the player's "current breath" stat, to determine if he should sub out or keep playing.

[edit] What are the best sub settings for my team

  1. There is no correct answer for that, it is different for every team. Some variables include how much depth you have, players stamina, playing intensity, what kind of playing time split you want, and more.
  2. There are some common settings for splitting playing time, though.
    • If you have two players that you want to get approximately equal time, a sub setting of 99 out, 1 in (referred to as 99/1) should work. This setting will give a 50/50 split of the plays between two players, but please note that if you have three or more players at the position, the other players will never be subbed in.
    • If you have more than two players at a position but want them to all get approximately equal time, try 98 out, 99 in (98/99). This setting is used by CPU teams, it rotates through the depth chart and the person with the highest stamina usually play more.
    • This setting basically keeps your starter in the whole game. Only subbing when he is entirely drained of energy.
    • 75 / 0 - This strategy is used when you have a really good starter and an okay backup. Basically the starter plays until he hit's 75 energy then is subbed out for the backup. The starter will then rest one play on the bench and be subbed back in. They will rotate the rest of the game.

[edit] Breath Regeneration

Slight change to in-game breath regen by Bort

I almost forgot to add an update about this before tomorrow's games!

I've made a slight change to the way in-game energy works for this season's sims, that should help with the confusion some people were having with "breath" and their sub settings.

Instead of there being a "max breath" variable as before, the player's breath can refill all the way to 100. The major difference now is that as they player is worn out throughout the game, he will tire out a little quicker (lose breath more quickly).

It basically ends up working the same for all purposes, and your old settings will pretty much work as they used to, but it should help make the sub in/out settings a little easier to understand since there is only one variable to account for.

I'll be updating the "how does energy work" thread in a little bit.

[edit] Season 5 Energy Update (Present)

Admin Announcement

Please note that your player's ending energy after a game is now the exact freshness amount he ended the game with.

Energy now gets reset to 100 automatically every night, so no reason to freak out! This means that energy in one game does not carry over into the next except for scrims.

FYI, end game energy calculation used to be (if you want to plug in your current value and see where you would have been before):

energy = ((freshness + (player's current_energy * 1.25) / 2.25) - with a floor of 10 and a ceiling of 100.

Now end game energy calculation is:

energy = freshness - with a floor of 10 and a ceiling of 100.

[edit] External Links

Energy FAQ by Bort

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