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Main - General MFN Discussion

Minimum Active Players

By jsid
3/27/2017 11:21 am
I have a team pretty ravaged by injury. I want to bench everyone. What is the minimum number of players I have to have active before the sim redoes my depth chart?

Re: Minimum Active Players

By lellow2011
3/27/2017 11:52 am
jsid wrote:
I have a team pretty ravaged by injury. I want to bench everyone. What is the minimum number of players I have to have active before the sim redoes my depth chart?


45

Re: Minimum Active Players

By jlyman
3/29/2017 1:07 am
I've had the same experience through the first half of the season. At one point I had 10 defensive players who were injured badly enough to sit. And one each on offense and defense hurt badly enough to put on injured reserve. It's been quite a challenge to fill the holes and compete every game. Just now the team is getting back to good health.

Good luck with your team!

Re: Minimum Active Players

By Ares
3/29/2017 1:14 am
In my experience with MFN, there's really never a time where IRing a player is necessary. The estimated injury time is for the player to return to full health, but they can re-join the starting line-up if needed well before then. This sim is particularly friendly when it comes to long term and catastrophic injuries.

Re: Minimum Active Players

By jlyman
3/29/2017 1:22 am
True enough. I'm seeing one of the guys I stuck there making a comeback. He may have been able to return to the lineup for the last two or three games. The other still has an ankle at 8%. So he may be okay on IR. I'm learning a little more each season.

Re: Minimum Active Players

By saskwatch
3/29/2017 6:18 am
the plus of putting a guy on ir is you can sign another player n not worry bout cuts til next pre-season,as long as u hav the capitol n theres a quality player to grab off fa

Re: Minimum Active Players

By jsid
3/29/2017 8:08 am
I'm not worried. The team that's hurting might be the deepest in all of MFN. I just want to make sure the AI doesn't sub all my injured players back in.

Ares wrote:
In my experience with MFN, there's really never a time where IRing a player is necessary. The estimated injury time is for the player to return to full health, but they can re-join the starting line-up if needed well before then. This sim is particularly friendly when it comes to long term and catastrophic injuries.


Yeah I only IR if it's late in the season and they're probably not coming back or if I can find a decent replacement but don't want to cut the player.

Re: Minimum Active Players

By hchoudhry17
3/29/2017 8:37 am
Related to injuries, does anyone know the impact of certain injuries like a neck injury? (Ankle leg and hand are pretty easy to figure out)

Re: Minimum Active Players

By The4thDr
3/29/2017 12:26 pm
I have the an injury/roster problem too and I just started 2 days ago. The teams only has 49 players on the roster period and in my 1st preseason game 3 Oline and 2 DLine go down. Good thing is that only one injury will last into the season and a few are listed as Proabable. Nice way to start my ownership. Can't even trade - just going to dump some higher paid backups and try to get extra players out of it. Dump 3 get 4 or 5. Need the depth

Re: Minimum Active Players

By parsh
3/29/2017 12:38 pm
The4thDr wrote:
I have the an injury/roster problem too and I just started 2 days ago. The teams only has 49 players on the roster period and in my 1st preseason game 3 Oline and 2 DLine go down. Good thing is that only one injury will last into the season and a few are listed as Proabable. Nice way to start my ownership. Can't even trade - just going to dump some higher paid backups and try to get extra players out of it. Dump 3 get 4 or 5. Need the depth


I play my probables .. be wary of dumping the higher price players in regards to your dead salary cap! Lol