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- | ===== Game Mechanics ===== | ||
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- | ==== The Superphysio ==== | ||
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- | Occasionally a special member of staff may come up for auction in the newsletter, namely a Super | ||
- | physio. This member of staff works above and beyond the range of a normal physiotherapist in that he is | ||
- | so good at his job that he can actually help prevent injuries. Having a Super physio on your side is | ||
- | basically almost as good as playing a physio point each and every session; if you ALSO play a physio point | ||
- | as well, then the chances of picking up any injuries during a session are very slim indeed. | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Home Advantage (HAD) ==== | ||
- | |||
- | The home side in any game is also given additional levels to allocate between his outfield areas (NOT GK | ||
- | or SW), simulating the lifting effects of a home crowd on their side. The number of levels available for | ||
- | each match depends upon the present session (Basic HAD) and the relative positions in the League of | ||
- | the two teams involved (Bonus HAD). The exact number of HAD levels available for a game is just the | ||
- | Bonus HAD plus the Basic HAD added together. | ||
- | |||
- | The Basic HAD Levels available for each session are:- | ||
- | |||
- | * If the teams involved are in the same Division then the difference between their League positions at the beginning of the session produces the following Bonus HAD. | ||
- | * If the teams are from different Leagues or one team is from the Non-League then the Bonus HAD is 4. | ||
- | * If the teams are from different Divisions but in the same League then the Bonus HAD is (1 + Difference in | ||
- | Divisions). | ||
- | |||
- | {{ : | ||
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- | {{ : | ||
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- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Motivation Points ==== | ||
- | |||
- | Each club starts the season with 35 Motivation Points (MP’s). These represent the manager’s ability to | ||
- | inspire his team, to lift them on that special occasion - in short, to motivate them. These may be used in | ||
- | any match, with a maximum of ten per match, and once used are lost for the remainder of the season. | ||
- | Apart from via the auction where they may be bought, and through successful management of an | ||
- | International team, there is no way of obtaining more during the course of the season, so they should be | ||
- | used sparingly. MP’s may NOT be carried over from one season to the next. Please note that when using | ||
- | MP’s it costs 2 MP to raise a GK or a SW by one performance level for that match, in the same way as | ||
- | with aggression points. | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Playing Offside ==== | ||
- | |||
- | If you opt not to play a game with a Sweeper, or at least ensure that your Sweeper is occupying a | ||
- | defensive position not a Sweeper’s role, then the Offside trap may be played. Playing the offside trap | ||
- | will restrict the opposing forwards scoring chances by pushing your defence up the field as the ball is | ||
- | played towards them, leaving them in an offside position, and removing the danger. | ||
- | |||
- | However, by | ||
- | applying this tactic you are inviting the opposition to push forward with their midfield players, and thus | ||
- | play the game through the middle of the park. If their midfield players are more talented than your own, | ||
- | or they have greater midfield strength through the sheer number of players in that position, then this | ||
- | might backfire on you. | ||
- | |||
- | The only other time the Offside tactic is NOT available to you is if your side opt to | ||
- | use the Diamond formation (see [[game_mechanics: | ||
- | Keep your eyes on the newsletters for teams that have Wingers or Attacking Defenders (WG or DF/A), | ||
- | because they can make an awful mess of an offside trap. Whatever the circumstances of either team’s | ||
- | formation or make-up, the performance level of the WG or DF/A determines how successful he will be | ||
- | at breaking down an offside trap. The better the player, the less effective the offside trap will be on his | ||
- | team’s forward line. | ||
- | |||
- | Marking wingers successfully will reduce their performance level and thus their | ||
- | effect on the game. Basically the Offside game is very effective against a side pushing more men | ||
- | forward, while perhaps not quite as good against those who don’t. The actual number of players in the | ||
- | forward line affects just how many of the possible chances for goal attempts are stopped before they | ||
- | become actual shots. Without giving away too much of the formula or drowning you with numbers, if a | ||
- | side with a five-man forward line is caught in the offside trap, then he will see roughly two-thirds of his | ||
- | chances spoiled by having his players adjudged offside. Four men will be slightly less of a hazard, while three attackers is counted as the norm. For a side with two forwards up front, an offside game against | ||
- | them is now less effective than it has ever been, trying to simulate the difficulties of having a defensive | ||
- | line operate as a perfect unit against so few men. | ||
- | |||
- | Wingers will unlock the offside game based both on their skill and upon the number of strikers they are | ||
- | playing with. For example, a winger in a five man forward line is still going to gain chances that | ||
- | otherwise would have gone begging, but he is not going to be as effective as he would be in a three-man | ||
- | attacking force. And, since WG’s are eligible to play in the middle of the park too, they can have an | ||
- | effect in a similar manner. However, if TEAM A is being caught in an offside trap, and TEAM B has more | ||
- | men in the middle of the field, then the WG’s in TEAM A are going to find their skills in unlocking this | ||
- | trap somewhat restricted. Basically, the more men TEAM A has in midfield to support the WG’s the | ||
- | better the offside trap will be beaten. This rule is the same for DF/A’s too and works on a similar vein | ||
- | when more than one winger is played. | ||
- | |||
- | For a team that chooses to play an offside game with a midfield that is weaker than its opponents, the | ||
- | trouble starts. Basically, for every man that the side being played offside against has spare in the middle | ||
- | of the park, the more chances his side will put forward by breaking through the offside attempts. | ||
- | |||
- | See also... | ||
- | |||
- | * [[players: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Playing Style ==== | ||
- | |||
- | For every game that you play you can choose to play in one of five playing styles | ||
- | |||
- | * Positive, | ||
- | * Neutral, | ||
- | * Negative, | ||
- | * Adaptive or | ||
- | * Diamond style. | ||
- | |||
- | The effects that these styles have are associated with your playing formation as described below, and | ||
- | only certain styles can be adopted, depending upon your chosen formation. Choosing a playing style | ||
- | that does not match the requirements of a formation with those played will result in not only the lack of | ||
- | any gain, but in the loss of any possible style gain that the formation could have been used with. | ||
- | |||
- | To use a **POSITIVE** playing style, your team must be prepared to break forwards at every possibly | ||
- | opportunity, | ||
- | attacking runs, but tends to leave the men at the back exceptionally vulnerable. For the formation to | ||
- | work, you need to play with a full forward line of 5 attackers (the maximum). This means that players | ||
- | such as the DF/A will not be able to add their own skills to the attack, and that your Sweeper will | ||
- | doubtless be too busy filling in a role as a normal Defender to be much use in a Sweeper’s normal | ||
- | capacity. | ||
- | |||
- | Formations that qualify are... | ||
- | |||
- | * 2-3-5, | ||
- | * 3-2-5, and | ||
- | * SW-2-2-5 (with a SW selected, though he will only count as a DF). | ||
- | |||
- | If the style is successfully adopted, then five levels are added to the Forwards total skill levels. | ||
- | |||
- | If you play **NEUTRALLY** with your side, then you are really asking the players to fill in where they are | ||
- | needed. Basically, they will tend to drift to wherever they see weaknesses, though this will not | ||
- | necessarily be where they are most needed. The Neutral style, if successfully adopted, will gain you a | ||
- | bonus of five skill levels in your lowest skilled area, after category (Skill, Power or P/S) additions. For this | ||
- | tactic to work, your side must be structured so that the number of players in any one outfield area does | ||
- | not out-number another area by more than one player. | ||
- | |||
- | Formations that qualify are... | ||
- | |||
- | * 3-3-4, | ||
- | * 4-3-3, | ||
- | * 3-4-3, | ||
- | * SW-3-3-3 | ||
- | |||
- | When a player opts to play a NEGATIVE game, he tends to draw back his players and try to block efforts | ||
- | on his own goal with sheer weight of numbers. This tactic is all about getting bodies behind the ball, and | ||
- | tends to result in a more compact, solid defence. To use the tactic effectively, | ||
- | 3 defenders (including SW if selected) and only 2 attackers playing in the match. | ||
- | |||
- | Formations that qualify are... | ||
- | |||
- | * 4-4-2, | ||
- | * SW-3-4-2, | ||
- | * 5-3-2. | ||
- | |||
- | If the style is successfully implemented, | ||
- | |||
- | With an **ADAPTIVE** style, the idea is to play a side that closes down your opponent’s chances, rather | ||
- | than gain you any additional attacking strength. It is a useful tactic to adopt if playing a team you know | ||
- | little about, and as with all other options, this style will provide you with five extra levels. However, the | ||
- | location of these levels is not something you can predict in advance, as they will be allocated to the area | ||
- | in which your team is most overpowered. For example, if your defence is likely to leak the most shots in | ||
- | the chosen match, the five levels will be pushed into that position, if it’s your midfield, then they will | ||
- | gain them, and finally, if your Forwards are finding it difficult to hold back the thrusting runs of the | ||
- | opposing defenders, they will be added there. | ||
- | |||
- | This style only tends to be effective if you are not overwhelmingly more powerful than your opponents, | ||
- | and the only formation that will allow the tactic to work 4-2-4. | ||
- | |||
- | This lets the players in both attack and defence drift towards the centre of the park to help close down | ||
- | attacks through the creative play of the opposition. | ||
- | |||
- | The **DIAMOND** style allows a side to adopt a primarily defensive posture while giving the team the | ||
- | ability to “hit on the break” almost. The main problem is that Kickabout only has three outfield areas, so | ||
- | formations like 4-3-2-1 are not really on. What closest fits the diamond style is something like many reallife | ||
- | sides now play, with two midfielders tending to play as left and right wing men, attacking more often | ||
- | than dropping into defence. | ||
- | |||
- | If you want to use the Diamond playing style you must field a side playing with a 3-5-2 formation. The | ||
- | bonus levels gained are still the same five (as with other styles) and are going to be applied to your FW | ||
- | line. The down-side to choosing this playing style, which at first seem to have more benefits that some | ||
- | others, is that even with a five man midfield the team is unable to affectively operate an offside game, | ||
- | as the “wing men” in midfield are more often rushing up the field to assist an attack than sitting back | ||
- | waiting to catch the opponents offside. | ||
- | |||
- | **Note:** If both options ARE selected, then both the offside tactic and the Diamond formation are lost, | ||
- | simulating the players caught, trying to do two jobs, and doing neither at all. | ||
- | |||
- | There is no point selecting a particular playing style if your team does not conform to the formations | ||
- | that allow its use. For example, by selecting a 4-3-3 line-up, and then selecting Positive as your playing | ||
- | style, you are losing out on the levels you might gain by choosing a legal style. Some formations might | ||
- | not fall into any playing style bracket, so be careful when making your selections. If no style is entered, | ||
- | then no bonus will be gained, regardless of whether the team fits a particular style or not. Occasionally | ||
- | you might want this to be the case, such as when you play 2-4-4 or SW-2-3-4 for example. | ||
- | |||
- | See also... | ||
- | |||
- | * [[players: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Application of Additions ==== | ||
- | |||
- | After you have added modifiers for HAD/PD, Captain’s influence, Aggression, and Motivation Points, as | ||
- | shown in your totals column on your turn sheet, the remaining modifiers are applied in the following | ||
- | order... | ||
- | |||
- | * Additions for team category (power, skill, power/ | ||
- | * Additions for playing style (Positive, Neutral, etc) | ||
- | * Deductions for marking, | ||
- | * Assignment of MF/G levels (if any), | ||
- | * Adjustments for weather and ground effects | ||
- | |||
- | **Note:** the totals shown on your squad printouts are the totals after all these modifiers have been | ||
- | applied. | ||
- | |||
- | See also... | ||
- | |||
- | * [[players: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Scouting ==== | ||
- | |||
- | There are a number of ways in which you can employ your scouts over the season, and you have a | ||
- | couple of them available every session. Scouting can be applied to a particular side’s league and/or cup | ||
- | matches, any cross-league “European” ties or to get information on a single individual player. | ||
- | Scouting a specific team - You may, and should, scout your forthcoming opponents. | ||
- | |||
- | A scouting report | ||
- | will tell you the totals of the scouted team’s GK, SW, DF, MF, and FW before additions for category, | ||
- | playing style, marking and weather (i.e. the scouted team’s totals as shown on their orders sheet). It also | ||
- | shows the players involved in the game scouted and what position on the pitch they were playing in. | ||
- | |||
- | You are also told how many Aggression or Motivation points that team used in the game you scouted, | ||
- | whether he played offside or not, if a physio point was used, the team’s playing style and category, if he | ||
- | played defensively away from home, and his penalty taker. | ||
- | |||
- | To scout a team normally costs 25K. If you purchase a SUPER SCOUT in the auction during the season, | ||
- | or as an International Manager receive one free then you can scout two teams per session free until the | ||
- | end of the season when the SUPER SCOUT leaves your employ. | ||
- | |||
- | The use of such reports is up to you to decide. Remember that just because a team used certain tactics | ||
- | in one week it doesn’t mean they used the same the week before, or the week after!! Apart from the | ||
- | basic details given above you can assign extra cash (in units of £1k) to glean EXTRA SCOUTING INFO (ESI). | ||
- | ESI tells you the name and code numbers of all the players in the scouted team’s squad (at the end of | ||
- | the session after transfers). | ||
- | |||
- | The code numbers are essential if you wish to mark players of the | ||
- | opposition in future matches. It does not tell you positions and performance levels. Nor can you use a | ||
- | code number that has been reported to another manager by ESI. The numbers generated are encoded | ||
- | and unique to each team. Trying to use the wrong numbers will have your players attempting to mark | ||
- | thin air with a consequent penalisation of your team, so don’t try to be clever, it will backfire on you! | ||
- | |||
- | Scouting a specific player - if you are unsure what position or skill a specific player in an opponent’s | ||
- | team plays at, then you can find out more about him by using the Scout Player option (which is free). | ||
- | This is done in the same manner as scouting a match, and the effectiveness of tactical ploys and extra | ||
- | scouting information, | ||
- | team name as normal in the first box, skip the “venue” box altogether, and then enter the name of the | ||
- | player you want to scout in the next box. Whether or not you gain the details of this player is dependent | ||
- | upon how much money you spend on Extra Scouting Info when compared to the Tactical Ploys of the | ||
- | scouted team. If the tactical ploys are higher, you’ll gain nothing at all, while a successful scout will | ||
- | reveal all the players relevant details, along with his code number for marking purposes. | ||
- | |||
- | European match scouting - You will be allowed to scout any match played in a pre-determined | ||
- | European tie, either in the Champions or Cup-Winners Cup or Super Cup. To scout a match you identify | ||
- | the two sides as normal and after the match has been played (at the end of that same session) you’ll get | ||
- | a report on both teams in the same way as normal scouting information is revealed. This is expensive | ||
- | however, and to scout a European game will cost you 150k per scout. Please note that any European | ||
- | game must be highlighted as such when filling in your scouting, on the off-chance that you choose to | ||
- | scout a side that is in the same league as your own team, and may be confused as a normal scouting | ||
- | mission. | ||
- | |||
- | Also it is wise to bear in mind that you don’t receive these scouting details until the session AFTER the | ||
- | one in which you scout the game. European games are played at the end of each session, so the | ||
- | information will be revealed on the NEXT session’s printout. | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Tactical Ploys ==== | ||
- | |||
- | If you suspect that your team might be the target for markers then you can assign some cash each | ||
- | session to TACTICAL PLOYS. Other teams can only gain details of your squad through ESI if the cash they | ||
- | assign to this function is greater than the amount you allocate to TACTICAL PLOYS. | ||
- | |||
- | **HINT – It is wise to put money here every session!** | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Marking ==== | ||
- | |||
- | There are two different ways in which a player can attempt to use marking in a match to give him a | ||
- | tactical advantage over his opponent; Man-to-Man marking and Zonal marking. | ||
- | |||
- | ===MAN-TO-MAN MARKING === | ||
- | |||
- | To perform any type of man-to-man marking it is necessary to get as much | ||
- | information as you can on the player you intend to mark through ESI. A successful scouting report is | ||
- | composed of a list of player names and numbers showing the full squad of the side scouted, and a | ||
- | “marking number” for each player. These numbers are uniquely encrypted for your side, and no other | ||
- | team will be able to use the same numbers with the same results. Players’ squad numbers are encoded | ||
- | in this way to prevent managers from passing the squad numbers of his rivals to other teams. | ||
- | |||
- | Once you have these numbers you can then assign a maximum of two players from your side to manmark | ||
- | your opponents players. To do this you must give the squad number of your own player and the | ||
- | encrypted “marking number” of the player you want him to man-mark. | ||
- | |||
- | Only players in your defence and/or midfield can be assigned as markers, and your sweeper - if you have | ||
- | one selected - has other duties to attend to. Defenders are restricted to marking opposing forwards | ||
- | while your midfielders mark their counterparts. | ||
- | |||
- | Every player in the game has a marking skill, which is normally hidden from sight unless it is described as | ||
- | being above and beyond the norm. All defenders in the game (sweepers included) begin life with a | ||
- | pretty good man-marking ability, with all midfielder being rated nearly as well too. Utility players who | ||
- | occupy either defensive or midfield roles in a match are perhaps the next best option for marking if | ||
- | normal players are unavailable. | ||
- | |||
- | When the above criteria are met man-marking can take place during the game. Any player assigned to | ||
- | man-mark another player will generally hit the mark about three times out of four, modified by the | ||
- | marking skill he possesses. | ||
- | |||
- | A marking player immediately loses one quarter of his current playing levels (rounded-up) and this | ||
- | increases to one half of his levels if he is assigned to mark an MF/A, MF/D or MF/G, and by threequarters | ||
- | if the marked player is an MF/A/D. | ||
- | |||
- | The percentage of levels lost by the marked player, as a base rate, is determined by the | ||
- | following formulae:- | ||
- | |||
- | **%LOSS = 50 + ((Markers Level - Marked Players Level) X 5%)** | ||
- | |||
- | This formula will give the “normal” loss of levels for the marked player. It is POSSIBLE for the marker to | ||
- | lose more levels than his opponent, thus swinging the advantage in favour of the marked player, but this | ||
- | normally occurs when a very low-skilled player is assigned to mark one of the better players of the | ||
- | opposing side; don’t do it! These losses are modified in a minor way by the marking skill of a player too. | ||
- | |||
- | A superb marker is likely to lose fewer levels and make the opposing player lose considerably more in | ||
- | return. This can make it very difficult to calculate the exact loss on either side. | ||
- | |||
- | So, to see an example of how marking works; let’s say that we have a level 12 DF mark a level 10 FW in a | ||
- | match. | ||
- | |||
- | The DF will lose quarter of his normal levels and drop to a level 9 DF while the FW would lose (50 %+( | ||
- | 12-10) x5%) = 60% of his performance levels. This figure is rounded upwards so this would leave the FW | ||
- | operating at a skill level of just 4; an effective marking indeed! | ||
- | |||
- | If the marked player is an MF/A, MF/D, MF/G or MF/A/D then the loss of levels are applied to every | ||
- | relevant area of the game he effects. It should be obvious why these players are normally a priority | ||
- | when selecting marking for most managers. | ||
- | |||
- | Also, any marked player operates at this reduced efficiency | ||
- | level for the whole game, as does any marking player, so it is similarly useful to try marking opposing | ||
- | WG’s to reduce their effect against unlocking the offside game, or opposing FWS’s to reduce their | ||
- | chances of scoring. | ||
- | |||
- | Don’t mark with midfield specialists; | ||
- | UT’s are generally not a good choice for marking opponents with, and tend to be somewhat easier to | ||
- | mark (if you know where they are playing) as they are never quite as sharp as a definitive DF, MF or FW | ||
- | of the same skill level. If you try to “guess” the code number of a player you want to mark and get it | ||
- | wrong (very likely!) then the marking player will still lose 25% of his levels. | ||
- | |||
- | If you try to mark a player | ||
- | that is playing in the game but not in the correct position then the marking player will still lose 25% of | ||
- | his levels. However if you try to mark a player who is not selected to play but is in the opposition’s squad | ||
- | then you are not penalised. Therefore, make sure that you have the correct information regarding any | ||
- | players you want to mark. | ||
- | |||
- | For each successful marking a player performs, his marking skill will rise by a small amount, allowing him | ||
- | to become even more effective on his next attempt. For every miss of course, there is a subsequent | ||
- | reduction to go with it. However, these gains and losses will only apply to COMPETITIVE matches and | ||
- | will remain unaffected by any marking attempts in friendly games. The gain/loss factor is dependent to | ||
- | some part on the relevant skills of the two players involved. The gain that a level 14 DF makes for | ||
- | successfully marking a level 5 FW is going to be very small, while the opposite scenario (a 5 DF on a 14 | ||
- | FW) is going to yield a much bigger gain for success. | ||
- | |||
- | Whatever the marking chance, there is always a factor in the formula which allows for a one-off failure, | ||
- | no matter how spread the skills of either player; nothing is ever certain. | ||
- | |||
- | ===ZONAL MARKING=== | ||
- | |||
- | Often a manager knows that his side are going to need to mark their opponents if | ||
- | they are to come out of a game with a result, but they have been unable (or unwilling) to put the | ||
- | expenditure into scouting to come up with the code numbers of the relevant players. Or they may be | ||
- | facing an opponent who has come fresh out of a replay that they didn’t scout, or have a cross-league | ||
- | opponents that they can’t use normal scouting on. | ||
- | |||
- | For these cases we have a different marking system, which is primarily defensive in its style, and is once | ||
- | more aimed at hurting the sides with the specialist players; zonal marking. | ||
- | |||
- | By selecting this option you are giving your entire defence and midfield instructions to pick up whoever | ||
- | drifts into their area, rejecting man-to-man marking in favour of a more reactionary system. This will | ||
- | obviously work better if you have men to spare in that part of the field, so using four defenders to zonal | ||
- | mark against two attackers will be very affective, while two defenders will have a few problems doing | ||
- | the same to two attackers. | ||
- | |||
- | Two things should be immediately apparent from the way this is being | ||
- | described; the system is going to be more use to the defensive sides that field 4-4-2 or 4-3-3 formations | ||
- | than it is to those who favour more obscure attacking styles. The in-vogue at present is to use this ploy | ||
- | when fielding a 3-5-2 formation and, as this is a formation that is becoming more and more popular, it | ||
- | will work quite well when opposing an identical formation. | ||
- | |||
- | As zonal marking reduces the effectiveness of both the marked player and the marking player, it is not | ||
- | going to be too wise if a team with midfield specialists opts to use this system. If a midfield specialist is | ||
- | either zonally marked, or chooses to play in a zonal marking system, his effectiveness in all the relevant | ||
- | areas of the park will be reduced. This reduction is in no way as dramatic as if he is man-marked, but it will hurt all the same. | ||
- | |||
- | The reductions are calculated in a simple manner. Basically, the marking team’s | ||
- | defenders are compared with the opposition’s number of attackers. If there are an equal number of | ||
- | players in both areas, then the marker’s defenders will all lose one level per man, while the marked | ||
- | player’s forwards will lose two levels per man. If there are more defenders than attackers then the | ||
- | reduction to the levels of the attacker’s increases by another half a level per man, for every additional | ||
- | defender there is playing. Any half levels are randomly rounded up or down at the end of the | ||
- | calculation. This same calculation is also applied to the marking and marked midfields to, with the same | ||
- | conditions. | ||
- | |||
- | For example... | ||
- | |||
- | A team playing a 4-4-2 formation chooses to zonal mark a side that fields a 4-3-3 style. The marking | ||
- | players are compared with the marked players in each area, so the reductions are; | ||
- | |||
- | -1 per man for the marking defenders | ||
- | |||
- | -2 per man for the marked attackers (plus a chance of each -0.5 level being rounded to a -1 per man) | ||
- | |||
- | and | ||
- | |||
- | -1 per man for the marking midfielders | ||
- | |||
- | -2 per man for the marked midfielders (plus a chance of each -0.5 level being rounded to a -1 per man) | ||
- | |||
- | that gives a total reduction in levels of eight for the marking player and between twelve and eighteen | ||
- | levels lost for the marked player - a healthy gain! | ||
- | |||
- | The problems come when a player tries to zonal mark and finds that he does not have enough men in | ||
- | the area to provide affective cover. In such a case, let’s say when three defenders try to zonal mark four | ||
- | attackers, it is the marked player that loses just one level per man, while the marking player is subject to | ||
- | a reduction of two levels per player, and has the same random chance of each additional half-level being | ||
- | rounded to yet another deduction too. | ||
- | |||
- | In case it has not been made obvious why this is not a tactic to choose if you have specialists, | ||
- | what a loss of -2 per man will do to your side’s midfield if one of the players is a MF/A/D; your side | ||
- | would lose all the normal midfield levels plus another -2 to both the attack and the defence, due to this | ||
- | players reduced effectiveness. | ||
- | |||
- | Basically, don’t do it with specialists unless you are certain that it will hurt | ||
- | your opponents more than it hurts you! Don’t fall into the trap of bunging down zonal marking each and | ||
- | every time either, as there are a few drawbacks to choosing this option. | ||
- | |||
- | You cannot choose both Zonal and Man-to-Man marking together; either one or the other. Man-to- | ||
- | Man marking remains the most effective way of taking a particular player out of the game. A manager | ||
- | using the Zonal marking system will find that his side is more concerned with holding up the opposition | ||
- | than making chances for themselves. If this option is combined with a “playing defensively” selection | ||
- | too, there is little chance that the side will make any progress at all into the opposition penalty area! The | ||
- | man-to-man marking information gained through Extra Scouting Information remains current for as long | ||
- | as the side retains the players listed (you obviously can't mark someone who no longer plays for the | ||
- | team), and only for the duration of the season. Once the season ends, you'll need to regain these | ||
- | numbers if you wish to mark in future matches. | ||
- | |||
- | If you are unsure of which players are worth marking, | ||
- | then it is an idea to pay close attention to the Newsletter, and then try Player Scouting to learn more | ||
- | about their abilities. | ||
- | |||
- | See also... | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Ballwinner (BW) and Creative (CR) Stats ==== | ||
- | |||
- | It appears that some managers still have little idea how the Ball Winner and Creative statistics affect the | ||
- | game as a whole. They have opted to ignore these rather than try to grasp WHY they have been | ||
- | introduced and when their team loses 1-0 and the newsletter reports how superbly creative their | ||
- | opponents were, those same managers start moaning about their ill fortune. | ||
- | |||
- | The Ball Winner and Creative statistic were added to the game for a good reason in that they | ||
- | differentiate between players of the same basic type in a manner that was previously untouched. There | ||
- | can be no doubt that certain players in real life are very similar types of players. Let us assume, for sake | ||
- | of argument, that both can be called level 11 MF/D’s and, again for the sake of argument, both are | ||
- | power players. | ||
- | |||
- | In ‘old’ Kickabout that would be that. There was previously no way of trying to simulate | ||
- | the fact that one player was the kind that could break from midfield with powerful runs and get into | ||
- | the box while another was more likely to play just in front of the back four. The Ball Winner and Creative | ||
- | stats were introduced to make that difference. A player who is a good Ball Winner is one that will be in | ||
- | there where the tackles are flying and will, basically, have an edge when it comes to breaking up the | ||
- | moves of the opposition. He will have the better chance of coming away with the ball from a 50-50 | ||
- | challenge than normal. His ability to put his foot in will make the difference between someone getting in | ||
- | a shot and having it blocked. Ball Winners are designed in a defensive frame of mind. | ||
- | |||
- | Creative players are just the opposite and, as you would expect, it is they that have the ability to turn a | ||
- | loose ball into a goal scoring chance. They thrive on the more skilful type of play, getting the ball on the | ||
- | floor and playing it to feet. They may not be the greatest of tacklers but they will be able to provide that | ||
- | extra touch that puts a striker through on goal. Every player in Kickabout, with the exception of | ||
- | Goalkeepers, | ||
- | |||
- | Often, these two figures will add up to a 100, and in this way they can be looked upon as percentages. | ||
- | The first of the two figures is the player’s ball winning ability while the latter is their creative skill. So if a | ||
- | statistic reads “65/35” it becomes immediately apparent that the player is far more suited to a physical, | ||
- | tackling game than he is likely to be putting in killer passes. These figures may sometimes not add up to | ||
- | a hundred, or may total to a good deal more or less. Some player occasionally have figures of “65/65” | ||
- | and above which are very formidable, a type of character who has no problem in tracking back and | ||
- | winning the ball when required. Whatever the case may be, these two numbers DO have an importance | ||
- | in the game now and they should be taken note of by EVERY manager. | ||
- | |||
- | === So What Do These Figures Mean? === | ||
- | |||
- | The new statistics are aimed at a simple game mechanic - they are used to give a side additional chances | ||
- | of scoring during a game or they are used to nullify efforts created by the opposition; it doesn’t take a | ||
- | genius to work out which does which. The individual statistics of each player are only the “base value” | ||
- | for each formula that uses them. The figures shown are modified by any number of different conditions | ||
- | before they are given a final rating, which is used to determine if he directly affects the match in any | ||
- | way. The kind of players he is playing with, the number of players in his part of the pitch, the weather | ||
- | and the team’s formation are all mitigating factors in how this base value is modified. | ||
- | |||
- | **Ball Winners** are | ||
- | players that thrive in the heat of battle, that love to mix it with the opposition and find their talents | ||
- | easier to use when in packed areas of the pitch. They are primarily defensive players and tend to have | ||
- | more effect if the overall stance of the side is weighted in that direction. For each element of this make | ||
- | up that goes their way, they receive a bonus on their ball-winning ability, along with a subsequent | ||
- | penalty to their creative skill. So, if the Batty of our example starts the game with figures of 75/25 then | ||
- | he will be completely happy playing in a full Power side, with a 4-4-2 formation that uses a negative | ||
- | style. If the weather is cold and the pitch muddy then he has about everything he can get in his favour. | ||
- | |||
- | The only ways of bettering this if for him to be playing in a five-man midfield, but then you lose the | ||
- | negative advantage and his figures won’t look all that much better. Each one of the factors in his | ||
- | advantage will add a certain percentage to his abilities and in the example shown it would not be a | ||
- | surprise to see one player’s eventual stats change from 75/25 to perhaps 105/10 or so. | ||
- | |||
- | **Creative players** are the opposite end of the scale, they like warm days with a good surface to play one, | ||
- | they like space to play in and a style that allows them to attack the opposing goalmouth. It doesn’t take | ||
- | too much to work out what sort of formations and playing positions will get the best from them. It may | ||
- | well seem that there are more opportunities in the game for ball winners than there are for creative | ||
- | players - this is a fact. The balance to this is that when a BW or CR affect kicks in, it only kicks in at the | ||
- | position the player is located. A BW chance by a player in midfield will kill off a shot from the opposing | ||
- | midfield area for example, while a striker picking up a creative chance will do so from his forward | ||
- | position. The creative chances always result in an additional chance whereas ball-winners need to have | ||
- | something to stop if they are to be effective. If a side adds an extra four Ball-winner chances to their | ||
- | midfield and the opposition isn’t creating anything in that area, then these efforts are wasted. Thus, | ||
- | while there are many more ways of aiding your ball-winning players, their abilities are not always as | ||
- | valuable as the creative players. | ||
- | |||
- | === How do the Numbers Work? === | ||
- | |||
- | |||
- | Basically, if a player’s individual ability tops the 85 figure then there is a chance that he will have some | ||
- | effect on the match. If it tops 100 then he will definitely have some effect. In each case it means that he | ||
- | will add a ball-winning stop or a creative chance to the side’s usual tally of stops and shots. Every | ||
- | percent above 85 tests that player’s ability against a simple dice roll and, if they do come up trumps, you | ||
- | will see them registered in the CR/BW report underneath your normal match stats. If they top the 100 | ||
- | range then they will activate without any number being tested and will again show up in that area. | ||
- | |||
- | These chances are also shown in another way, particularly in terms of the creative chances. If a team is | ||
- | listed as having no shots but, say, two on target, then you will know where these two efforts came from. | ||
- | |||
- | The same may well apply to a side getting no shots on target from a host of chances. That, for | ||
- | individuals, | ||
- | by these figures and this is done by generating the average BW/CR figure for all the players playing in | ||
- | the same area of the pitch. These averages are also used to find out if that area manages to create or | ||
- | stop a chance that would otherwise be ignored. | ||
- | |||
- | The best way of showing this is by an example; let us assume that a side has players out in a 3-4-3 | ||
- | formation and that the players have BW/CR stats as shown here; | ||
- | |||
- | 65/35 60/40 80/15 - Defence | ||
- | |||
- | 50/50 30/70 75/25 60/40 - Midfield | ||
- | |||
- | 50/50 60/40 55/45 - Attack | ||
- | |||
- | These figures are checked to give averages of 68/30 in defence, 52/48 in midfield and 55/45 in attack. | ||
- | None of these are particularly outstanding, | ||
- | player. Any figure above 85 has a chance of making something happen so, in this case, nothing does. | ||
- | |||
- | Let us assume the opposing team is set up as follows; | ||
- | |||
- | 30/70 20/80 40/60 - Defence | ||
- | |||
- | 20/80 10/90 50/70 10/90 - Midfield | ||
- | |||
- | 10/90 0/100 10/90 - Attack | ||
- | |||
- | This is a far more attack-minded side with better creative players in it. Their averages are 30/70 in | ||
- | defence, 30/82 in midfield and 07/93 in attack and immediately we have a chance of an additional creative chance from up front. One chance might not sound a lot and there is a second test applied to | ||
- | every area in the game. In this test the area BW figure of the defenders of a side are tested against the | ||
- | CR figures of the opposing forwards and the BW of the midfielders are tested against the opposing | ||
- | midfielders CR stats for both sides. | ||
- | |||
- | In our examples we would compare a 68/30 DF with a 07/93 FW, on both sets of stats, both ways. While | ||
- | the second side’s creative ability has the edge on the BW ability of the defenders, the strikers own BW | ||
- | ability is way, way below the creative skills of the defenders they are facing. This disparity gives us a new | ||
- | figure (in this case 25) and this number is plugged into a second set of formula. Any figure above 15 has | ||
- | some chance of giving that AREA of the pitch an additional affect, be it ball winning or creative. This | ||
- | figure of 23, for example, means that the defenders might find themselves able to break away quickly | ||
- | without much effort to stop them by the forwards of the opposing side. With this comparison being | ||
- | done both ways, for both teams, there is clearly a fair chance that the figures in these areas might | ||
- | provide a game-turning event too. These are also shown in the BW/CR reports beneath your match | ||
- | statistics. So it should hopefully be clear that while these new figures are not a truly earth-shaking | ||
- | chance to the game, they are not something that you can simply ignore. A good set of BW/CR stats can | ||
- | make a player very valuable indeed, particularly if he is a Skill player with good BW figures or a Power | ||
- | player who is exceptionally creative. | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Order of Processing ==== | ||
- | |||
- | - Players are coached to their new levels. | ||
- | - Any All-Season Injuries are treated (if required). | ||
- | - Scouting is entered. | ||
- | - SP’s are turned to cash. | ||
- | - Miscellaneous spending, Penalty taker and Captain are nominated. | ||
- | - Teams are entered and injuries/ | ||
- | - Matches are played and new injuries/ | ||
- | - Gate Receipts & Prize monies are added. | ||
- | - League tables are updated. | ||
- | - Players are sold to the non-league. | ||
- | - Transfers between managers are processed. | ||
- | - Auction is carried out. | ||
- | - New players are entered into the next Auction, including out-of-contract players. | ||
- | - SP’s for the following session are calculated. | ||
- | - International and/or Representative Matches are played. | ||
- | - Outstanding Cross-League matches are played (at end of session for all leagues involved) | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[finances: | ||
- | * [[players: | ||
- | * [[game_mechanics: | ||
- | * [[finances: | ||
- | * [[finances: | ||
- | * [[finances: | ||
- | * [[finances: | ||
- | * [[overview: | ||
- | * [[overview: | ||
- | |||
- | |||
- | ---- |
game_mechanics/start.1588021943.txt.gz · Last modified: 2020/04/27 22:12 by stripeyjoe