User Tools

Site Tools


game_mechanics:start

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
game_mechanics:start [2020/04/27 22:23] – [Marking] stripeyjoegame_mechanics:start [2020/04/27 23:33] (current) – removed stripeyjoe
Line 1: Line 1:
-===== 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, has two figures recorded against them to show their abilities in both these basic areas. 
- 
-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, is the basic way things work. However the way that the whole team performs is also affected 
-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, as you can see, and each is tested in the same way as a 
-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:start#Calculating the Result|Calculating the Result]] 
- 
----- 
- 
-==== 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/suspensions reduced. 
-  - Matches are played and new injuries/suspensions added. (Match Order is: League Games, Re-arranged Games, Cup Games, Bowl Games, Trophy Games, LeagueCup games, Cross-League Cup Games, Friendlies.) 
-  - 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:start#Coaching|Coaching]] 
-  * [[game_mechanics:start#The Superphysio|The Superphysio]] 
-  * [[game_mechanics:start#Scouting|Scouting]] 
-  * [[finances:start#Converting Success Points to Cash|Converting Success Points to Cash]] 
-  * [[players:start#Club Captain|Club Captain]] 
-  * [[game_mechanics:start#Injuries|Injuries]] 
-  * [[finances:start#Rewards for Success|Rewards for Success]] 
-  * [[finances:start#Sales to the Non-League|Sales to the Non-League]] 
-  * [[finances:start#Transfers|Transfers]] 
-  * [[finances:start#The Auction|The Auction]] 
-  * [[overview:start#International Matches|International Matches]] 
-  * [[overview:start#Cross-League Matches|Cross-League Matches]] 
- 
- 
----- 
game_mechanics/start.1588022600.txt.gz · Last modified: 2020/04/27 22:23 by stripeyjoe

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki