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Injuries

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From: knecht

To: MrJ
This Post:
11
331237.8 in reply to 331237.6
Date: 4/27/2026 12:00:53 PM
Legion X
II.2
Overall Posts Rated:
1414
Hello

Its best to have two trainees because ,mishaps will occurs. Doctor and all of that take time as well.

In a perfect world, rehab would occur and the said player would get pops or improvements during the rehabs.( Training) . . If comes back quickly more wouldn't matter. Hope ur team gets well soon.


Why?

In RL, a player isn't going to 'train' while being rehabilitated.

More nonsense.



Getting back healthy actually requires a lot of training, but as the training system here requires minutes played its quite clear a player can't improve while being injured...

Lord of All the Beasts, Fishes & Hoes in the Milky Way aka Drip God from Vienna
From: Big city

This Post:
00
331237.9 in reply to 331237.8
Date: 4/27/2026 6:08:50 PM
Classics
IV.6
Overall Posts Rated:
5252
Hello

I agree It needs to change, +1

From: knecht

This Post:
00
331237.11 in reply to 331237.9
Date: 4/28/2026 12:48:31 AM
Legion X
II.2
Overall Posts Rated:
1414
Won‘t happen tho

Lord of All the Beasts, Fishes & Hoes in the Milky Way aka Drip God from Vienna
From: Big city

This Post:
11
331237.12 in reply to 331237.11
Date: 4/29/2026 3:56:50 PM
Classics
IV.6
Overall Posts Rated:
5252
Never say never 🙂.

From: Gugugu

This Post:
22
331237.14 in reply to 331237.7
Date: 5/11/2026 2:26:37 AM
Gugugu
III.10
Overall Posts Rated:
8181
Second Team:
Nikanbudongzhongwen
Under the current system, your ideas are certainly thought-provoking – especially when the arena has a medical center, which most people tend to ignore.

But honestly, I think the current injury system should be completely scrapped. BB is a manager game, not a realistic basketball simulation trying to mimic real-life authenticity.

The problem with the current injury system is that it's purely random. In a manager game that tests how well players manage operations and set tactics, having uncontrollable random factors decide the outcome of key matches is nothing short of a frustrating experience.

Under the current financial constraints, the average team can only afford a 7-man rotation, at most 8. Losing any player to a long-term injury is devastating. Even earlier, some teams only had 5 players – it was the stamina system change that forced managers to start looking for backups.

So for injuries, my idea is to remove the current in-game random injury system altogether. Even if it absolutely must stay, it should be limited only to the regular season. For the playoffs, as well as international competitions like BBM, B3, and national team games – injuries should be disabled.

In its place, we could adopt a system similar to the NBA: a fatigue accumulation system. If a player plays all three games in a week, he accumulates fatigue and becomes more likely to need time off for recovery after those games – similar to how it works now.

Good medical facilities could help slow down fatigue accumulation, but injury risk would still increase over time. The ultimate goal is to force BB teams to maintain at least 10-12 man rotations, rather than running star players into the ground throughout the long regular season.

This is just my two cents – I hope other people can share better ideas. Also, to those who think random injuries are perfectly realistic and need no changes at all, please just don't reply. Thank you.

This Post:
44
331237.16 in reply to 331237.15
Date: 5/11/2026 10:16:25 AM
Gugugu
III.10
Overall Posts Rated:
8181
Second Team:
Nikanbudongzhongwen
This is no longer just about injuries. I’m not sure if discussing this here is slightly off-topic, but since you asked, I’ll share some thoughts.

We have to recognise that many of BB’s systems are quite old and need optimisation. Moving a team from a 7–8 man rotation to a 10–12 man rotation is not something that can be achieved by changing just one system.

First of all, player salaries increased significantly after the youth system was introduced, but neither club income nor the existing minimum salary cap were adjusted accordingly. As a result, it’s very difficult for teams to afford a larger squad. In my opinion, given current training speeds, the minimum salary cap needs to be raised substantially.

Finance is the core issue. BB has neither a max salary nor a team salary cap, so it’s already possible to have, say, five all-star players on one team. Under these conditions, as long as you’re willing to run at a loss every week, there is simply no need to keep lower-level players on your roster.

Secondly, as I mentioned before, we need changes to the stamina and injury systems to encourage managers to use deeper rotations. For example, if you only have 7–8 players, and your starters play 40–44 minutes every game, their stamina will drop over time due to weekly fatigue. This will naturally lead to worse performance and an increased risk of injuries. If you cut their minutes to 28–32 and rely on the bench, fatigued starters can recover their overall fitness over the course of the season and lower their injury risk.

This is similar to real-life basketball, where pseudo-benches and strong sixth men may still play 20–30 minutes a night and have a real impact on the outcome of games.

Which brings me to the current game engine. It doesn’t allow detailed minute management. Player still needs to play 48 minutes to receive full training — a mechanism that many consider outdated. I won’t go into detail here, but in short, both the match engine and the lineup system must support and encourage more rotation.

I haven’t thought too deeply about this yet. Mostly, I doubt BB has the resources to make such complex changes. And I have no idea what direction the new management plans to take on this front.

From: Big city

This Post:
00
331237.17 in reply to 331237.14
Date: 5/11/2026 10:35:14 AM
Classics
IV.6
Overall Posts Rated:
5252
Hello,

As a high-level manager, of your liking and prestige ,your take hits the nail on the head: BB should be about training strategy.

I completely agree with shifting to a fatigue accumulation system. To make that narrative work, we really need a Rehab Gym. It bridges the gap perfectly:Management over Luck: Instead of a player just being "out," the Gym lets us actively manage recovery

.Sustainability: It helps those of us currently stuck with 7-man rotations survive the transition to the 10–12 man rosters you're proposing.

Strategic Investment: It gives a real, tactical reason to invest in the arena, much like your point about the Medical Center.

Also I'm very surprised, Thanks for speaking up on this—it’s great to have a manager of your stature pushing for these changes. Which make for a better the game for all.



Last edited by Big city at 5/11/2026 10:37:08 AM

From: Big city

This Post:
00
331237.18 in reply to 331237.16
Date: 5/11/2026 10:54:28 AM
Classics
IV.6
Overall Posts Rated:
5252


Again You’re spot on—the finance and stamina systems.

I love your fatigue idea because it finally makes a deep rotation a tactical necessity. To me, the 'make it make sense' part is adding a functional rehab system.

I Dislike to.hound this point of view but, if we are going to be training a player for seasons just to have a random injury it basically 'setting our money on fire' its just bad game design. If we are going to reward long-term development, we need a Rehab Gym to let us actually protect those investments.

It turns the game into a true management challenge instead of a dice roll. I think we half way there with all of the brilliant suggestions. And honestly feel they can occur. Because some of them are just minor update.


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