game_mechanics:start
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- | ===== Game Mechanics ===== | ||
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- | ==== Ballwinner (BW) and Creative (CR) Stats ==== | ||
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- | 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. | ||
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- | 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. | ||
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- | 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. | ||
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- | 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, | ||
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- | 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. | ||
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- | === So What Do These Figures Mean? === | ||
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- | 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. | ||
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- | **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. | ||
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- | 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. | ||
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- | **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. | ||
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- | === How do the Numbers Work? === | ||
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- | 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. | ||
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- | 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. | ||
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- | 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. | ||
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- | 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; | ||
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- | 65/35 60/40 80/15 - Defence | ||
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- | 50/50 30/70 75/25 60/40 - Midfield | ||
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- | 50/50 60/40 55/45 - Attack | ||
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- | 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. | ||
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- | Let us assume the opposing team is set up as follows; | ||
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- | 30/70 20/80 40/60 - Defence | ||
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- | 20/80 10/90 50/70 10/90 - Midfield | ||
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- | 10/90 0/100 10/90 - Attack | ||
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- | 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. | ||
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- | 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. | ||
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- | See also... | ||
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- | * [[game_mechanics: | ||
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- | ==== Order of Processing ==== | ||
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- | - 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) | ||
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- | See also... | ||
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- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[game_mechanics: | ||
- | * [[finances: | ||
- | * [[players: | ||
- | * [[game_mechanics: | ||
- | * [[finances: | ||
- | * [[finances: | ||
- | * [[finances: | ||
- | * [[finances: | ||
- | * [[overview: | ||
- | * [[overview: | ||
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game_mechanics/start.1588022600.txt.gz · Last modified: 2020/04/27 22:23 by stripeyjoe