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Rugby Dynasty - online rugby manager game
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<blockquote data-quote="Kage" data-source="post: 510920" data-attributes="member: 12599"><p>Yeah fitness would be hard to balance without active interchanges. My thoughts (for rugby games in general) are that two stats, fitness(or stamina) and conditioning, should be used as factors to determine the amount fatigue affects a players abilities and performance during the match. Fitness is a players overall endurance, and conditioning is how quickly a player recovers their energy. Fatigue should come into effect mainly towards the end of each half, modified by a players fitness rating and workload (fullbacks wouldn't necessarily become fatigued in a match where they are not involved heavily).</p><p></p><p>Fatigue could negatively affect all players physical attributes, as well as some skills, such as tackling, handling, finesse, awareness etc. Although I don't think you have implemented them yet, a fatigued player could be more likely to perform a dangerous/high tackle.</p></blockquote><p></p>
[QUOTE="Kage, post: 510920, member: 12599"] Yeah fitness would be hard to balance without active interchanges. My thoughts (for rugby games in general) are that two stats, fitness(or stamina) and conditioning, should be used as factors to determine the amount fatigue affects a players abilities and performance during the match. Fitness is a players overall endurance, and conditioning is how quickly a player recovers their energy. Fatigue should come into effect mainly towards the end of each half, modified by a players fitness rating and workload (fullbacks wouldn't necessarily become fatigued in a match where they are not involved heavily). Fatigue could negatively affect all players physical attributes, as well as some skills, such as tackling, handling, finesse, awareness etc. Although I don't think you have implemented them yet, a fatigued player could be more likely to perform a dangerous/high tackle. [/QUOTE]
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