User Tools

Site Tools


players: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
players:start [2020/04/27 21:20] – [Player Nationalities] stripeyjoeplayers:start [2020/04/28 17:22] (current) stripeyjoe
Line 16: Line 16:
 See also... See also...
  
-  * [[players:start#Player Positions|Player Positions]] +  * [[player_positions:start|Player Positions]] 
-  * [[game_mechanics:start#Player Categories|Player Categories]] +  * [[player_categories:start|Player Categories]] 
-  * [[players:start#Performance Levels|Performance Levels]] +  * [[performance_levels:start|Performance Levels]] 
-  * [[players:start#Star Players|Star Players]] +  * [[star_players:start|Star Players]] 
-  * [[players:start#Apprentices|Apprentices]] +  * [[apprentices:start|Apprentices]] 
-  * [[players:start#Future Stars|Future Stars]] +  * [[future_stars:start|Future Stars]] 
-  * [[players:start#Schoolboys|Schoolboys]]+  * [[schoolboys:start|Schoolboys]]
  
 ---- ----
  
  
-==== Player Positions ==== 
  
-Each player is assigned a position which essentially defines where he can play and his effects on each match. There are essentially five normal playing positions, and each player in your team will fit into one of these slots in some manner. 
  
-These positions are 
-  * ItemGoalkeeper (GK), 
-  * Sweeper (SW),  
-  * Defender (DF),  
-  * Midfielder (MF) and  
-  * Forward (FW). 
  
  
-**GK** - This player is your Goalkeeper, and cannot play in any other position. They can be chosen to take penalties if you so wish, but that is the extent of their flexibility. Every match requires a Keeper of ANY skill level to be played. 
  
-**SW** - A Sweeper is basically a defender with additional responsibilities. Adopted from the continental game, the Sweeper tends to play behind the men at the back, forming a mobile, roving line of defence that can move to lend aid where needed, and to make timely interceptions in attacks that might otherwise result in a goal scoring opportunity. The use of Sweepers reduces the tactics available to your side, as they will be unable to play an Offside game, due to the Sweeper’s position throughout the match. 
  
-When played in the Sweeper’s role, this player has one major benefit and one major drawback. The benefit is that if the opposing side is fielding a FWT in their team, the SW automatically “man-marks” him for the duration of the game, ensuring that the FWT is unable to play his normal game. The drawback is that if your side chooses to push too many players forward, the SW is forced to move into a solely defensive position, playing as a DF only. 
  
-**DF** - A defender normally sticks to the back third of the pitch throughout the match, his role being to 
-prevent the opposition from creating chances rather than making them himself. 
  
-**MF** - Midfield players adopt a role playing across the middle third of the pitch. MF’s may be the guiding hand of your attack, or the instrument of your Offside trap. Goal scorers and goal makers it is this area of the game that we tend to see the more talented players ‘special’ emerge from.  
  
-**FW** - A player whose prime concern is getting the ball in the net, they play in the front third of the pitch. FW’s are any team’s means to victory, and any side that cannot field an effective forward line is likely to find goals hard to come by. 
  
-(NB – when completing your team sheets please note that these are the only five POSITIONS that you will ever use, IE a FWT is always put down as a FW!!) 
  
-**WG**- A winger is an attacker who specialises in playing a wide role, sprinting down the flanks of the pitch to help negate any attempts at catching his side too far up field, and trying to beat any Offside trap. As football has progressed over the years, Wingers are now fielded in either a forward role, or on the edge of midfield, where they can slip backwards and forwards along the length of the pitch for the duration of the game. They can play in either a MF or FW role without any subsequent penalties, but if chosen to play in midfield, their use in unlocking the offside game is dependent upon the number of players they have in support from that position. 
  
-Obviously, the more players in midfield (say, another four), the greater the support and cover they’ll receive, while if a manager tried to play a two-man midfield composed entirely of Wingers he would find that their contributions to any unlocking of the offside game is going to be very tiny indeed. Any team can only make use of up to two WG’s (a pitch has only two flanks!), and any additional WG’s in the same team will play only as a standard FW or MF would, dependant on where they have been played. 
  
-**FWS** - This player is the typical goal- poacher or predator, in that he has a far greater chance of snatching you an extra chance at goal, or being on the end of an on-target shot to knock it over the line. The FWS will more than likely be the one on top of the High-Score Charts, and also has a chance of turning on the magic to affect the course of the match in the same way as a STAR might do. Though the FWS is likely to have a greater effect when playing in the forward line, he can also use his talents to a lesser degree when in midfield, and may even pull off a shock from a defensive post. An additional benefit of the FWS is that he qualifies to play in virtually any position on the field, in the same manner as the Utility player (see below). 
  
-**FWT** - A player that is generally called a “target man”, who is usually thought of as a big, physically strong individual who is supposed to get on the end of everything punted forward or crossed from the wings. Mark Hughes was perhaps the classic make of this player in recent times, but within the game a FWT is only able to utilize his talents when played in a side that has wide men, be they WG’s or DF/A’s. 
  
-His strength and speed of reactions means that he more likely to send a chance directly on-target, forcing the keeper to make a save, or a clearance to be made. Wingers are the better option of giving supply to the FWT, but DF/A’s are nearly as good. 
- 
-**UT** - Utility players can play in ANY outfield position (DF, MF or FW), giving a team great flexibility, and these players provide the most valuable role of substitutes, being able to fill the role of any injured player, regardless of where they normally play. UT’s can only play in outfield roles though, and cannot fill the shoes of a Sweeper or Goalkeeper. The one drawback of a UT player is that he tends to be slightly less experienced than a similar player who occupies the same position. Hence an equally talented MF player might have a better match than a UT performing the same positional role. 
- 
-**DF/A** - The Stuart Pearce or Dennis Irwin style player, that often adds the duties of a flying winger to his defensive play. They have a number of abilities that make them very valuable indeed, but tend only to be able to use these talents if they have the chance to ease up on their defensive duties. 
- 
-If their team is on top of things, they are much more likely to have an important role in the game than if they are constantly under pressure. 
- 
-They play in a similar manner to WG’s, unlocking an opposing side’s Offside trap by breaking on long runs from the back, and only providing the final ball when the Offside trap has been defeated. However, they occupy a certain amount of `space’ on the pitch and the front line must have the room to accommodate their runs forward. DF/A’s also tend to be thwarted in their runs in playing in the same team as a Winger, as they often find themselves getting in each other’s way when chances to attack appear; a team can play with a maximum of one DF/A and one WG, two WG’s or two DF/A’s. 
- 
-If a side has two WG’s and a DF/A then the DF/A will simply perform as a normal DF. If the opposition plays a WG, then the DF/A will be able to cut down his contributions to the game, by blocking their runs that will try to unlock HIS team’s Offside trap if played. In effect the DF/A always marks the winger. 
- 
-In all cases, the benefits a DF/A can give to your attack are dependent upon the game itself, and cannot be predicted from your team selection. If a team plays with five FW’s anyway, then the DF/A will not have space to play as he wishes, and hence be ineffective. The same goes for the side that plays with a DF/A on both wings, and has four or more FW’s in play also. No side can use more than two DF/A (as for WG’s), and any WG’s in the same team will disrupt the DF/A’s game. 
- 
-**MF/D** - A defending midfield player is one of the games true talents, having the stamina, speed and skill to fill the shoes of a regular MF player, but also cover the ground at the back! Any team that has a MF/D player is able to add his playing levels to both the Midfield skill totals AND the Defensive skill totals at the same time. 
- 
-**MF/A** - A Midfield Attackers main ability is in surging runs forward, creating additional chances for his strikers, and hitting the target himself when the chance arises. As with the above, MF/A’s are seen in the same light as if there was an additional player on the pitch almost, and their contribution to their side can be added to both the Midfield AND Forward skill totals of the side. 
- 
-**MF/A/D** - The rarest, and most valuable, of all footballers is the player who seems to be everywhere at once, covering ground with ease and having the stamina to keep it up throughout the whole match. Roy Keane is generally looked upon as a player capable of such a feat (though perhaps not anymore!), and though these players will be few and far between, they will command the highest prices imaginable if they come up on the transfer market. Brilliant and resourceful, these players add their playing levels to the skill totals of ALL THREE outfield areas. 
- 
-**MF/G** - The “Midfield General” or MF/G for short, is a motivator, a workhorse, a harrier and a chaser. His inspiration works in a similar manner to a Captain, but it tends to be determined by the way the game unfolds rather than at the option of the manager. An MF/G plays an “adaptive” game all by himself and his additional levels are placed where they are most needed. In the same way as an MF/A and an MF/D get to add their skill levels into two areas of the field, and MF/G counts as two players worth of levels. His additional levels are placed on the field by conforming to the same rules as the Adaptive playing style work (see later). The computer calculates where the side is being most overrun, and the additional levels are placed in that area. If your side is stronger in all areas than your opponents, then no extra levels are gained at all, the MF/G functions as a normal midfielder. 
- 
-Please note we DO NOT expect you to try allocating these extra MF/G levels. They, as playing style levels, get allocated by the computer during play. If a team tries to play more than one MF/G in the side, then only the better skilled of the two will perform as an MF/G, the other acting as a normal midfielder. 
- 
-**NB: Remember, even if you are playing with all of these players in your side at once, the only positions you indicate them as playing in are the five normal areas. The computer knows if they are a FWS, UT, or MF/A, and all you need tell us is where they will be playing for the chosen match.** 
- 
-Should you play any of the MF specialists, the WG or the DF/A out of their normal positions, they will not gain the benefits normally associated with their usual play. Also, when playing a specialist who will affect the skill levels of your team in a predetermined manner (MF/A, MF/D, MF/A/D); you must add the additional skill levels to your team totals. E.g. when playing a level 7 MF/A/D, seven levels must be added to EVERY outfield area of your team. 
- 
-Finally, remember that as any MF specialist is counted as an extra player in other areas of the pitch , this might affect the efficiency of your team, etc. A MF/A/D in your side and you are regarded as having a 4-4-4 formation, have two and you are starting to break the five players in an area rule and your team will not play as effectively as you had hoped? 
- 
-See also... 
- 
-  * [[game_mechanics:start#Calculating the Result|Calculating the Result]] 
-  * [[game_mechanics:start#Playing Offside|Playing Offside]] 
-  * [[game_mechanics:start#Team Balance|Team Balance]] 
-  * [[game_mechanics:start#The Playing Field|The Playing Field]] 
- 
----- 
- 
-==== Performance Levels ==== 
- 
-Every player in Kickabout has a certain performance level, representing his skill, relative to the other players in the league. This ranges from level 0 player (unqualified apprentices and schoolboys who are still learning their trade) to a level 12 player (a top-class player, almost at the top of the tree). It is possible to increase a player’s performance level beyond level 12 (see [[players:start#Star Players|Star Players]]), but to do so they must be exceptional indeed. Your players’ performance levels determine how well they play in any match, not just the overall effect they might have throughout the ninety minutes. Many factors determine how well a side plays, and the skill of the individuals is only a part of it. 
- 
-See also... 
- 
-  * [[game_mechanics:start#Success Points (SP's)|Success Points (SP's)]] 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[players:start#Star Players|Star Players]] 
- 
----- 
- 
-==== Star Players ==== 
- 
-Certain players, when they reach level 12, may become designated as STAR PLAYERS. This is a random 
-mechanism within the game and you might find that some players never get STAR status while others 
-often do. Once a player is becomes a STAR then his performance level can be raised above LEVEL 12. 
-Training these players is not an easy task, and costs twice as much as it would to gain a performance 
-level than it would if the player was not a STAR. Thus, a STAR player who is also a GK needs FOUR 
-success points to raise him by one level. His wages demands also increase on becoming a STAR player 
-(see [[finances:start#Wages and Contracts|Wages and Contracts]]).  
- 
-STAR players are most useful because they have that `something special’that could turn a tough match in your favour. The more STARS you have in your team, the more players you have to `pull something out of the bag’ when the going gets tough. As a result, STAR players are very valuable, not only for the amount of performance levels they contribute to your team, but for that special ability which always comes in useful. Also, the higher the performance level of any Star player, the better his chances of coming up with the match-winning contribution to save the day for your side. 
- 
-It should be noted that at the end of the season when players are `aged’ (one year is added to a players 
-age) a STAR player’s performance level will be reset to 12 no matter what his level was before the end of 
-the season. Therefore, the amount that you raise his performance level by should be carefully thought 
-out, especially as every Star player becomes a level 12 Normal Player at season’s end and you must then 
-hope he gets granted STAR status again in the following season, which is by no means guaranteed. 
- 
-**Hint time. When a player becomes a STAR, always coach him one more level as soon as you have the 
-SP’s available. If you don’t and he gets injured, he will lose his star status and you don’t want that to 
-happen! A level 13 STAR that is injured would revert to a level 12 STAR, and therefore retain the 
-coveted status that goes with it, but a level 12 Star would lose that status becoming a normal level 11.** 
- 
-See also... 
- 
-  * [[game_mechanics:start#Success Points (SP's)|Success Points (SP's)]] 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[players:start#Future Stars|Future Stars]] 
-  * [[players:start#Rising [r] and Fading [f] Stars|Rising [r] and Fading [f] Stars]] 
- 
----- 
- 
-====Rising [r] and Fading [f] Stars==== 
- 
-There are players that are not “Stars” in the above sense of the word but people who operate differently 
-from normal players in the game. For simplicity’s sake, these players are known as “rising” and “fading” 
-stars. What makes these players different from all other players in the game is the way that they gain or 
-lose experience from playing matches. A Rising star is a player designated as a fast learner, a player who 
-will improve quickly from just playing in matches, whether he is coached or not. The rate of this Rising 
-ability varies, and with each year that he plays in your team his rate of Rising will decrease, until he 
-becomes just another normal player. 
- 
-A Fading star is a tricky player to handle, as he is the sort of player who seems constantly picking up little 
-knocks or suffering personal problems that affects his form. These players do not gain experience with 
-each match, but actually LOSE it at a varying rate. As with rising stars, there are a number of degrees of 
-fading star, but they get worse with every season until they reach a level where that lose an enormous 
-amount of experience with every game played. Once that reach this level, they stay there until disposed 
-of by the manager in some way, normally being pensioned off to the non-league. 
- 
-It’s worth remembering that experience does not effects base level 12 players in ANY manner at all, so a 
-level 12 Fading Non Star will not lose levels during the course of play. 
- 
-Both of these players are flagged as being special on your squad sheet by the addition of an “[r]” 
-indicator for Rising stars and a “[f]” for fading ones. Note that each season risers + faders get worse; 
-eventually a riser will lose his Riser status entirely, while a fader will stick at the worse possible level of 
-fading forever. 
- 
-See also... 
- 
-  * [[players:start#Performance Levels|Performance Levels]] 
-  * [[players:start#Star Players|Star Players]] 
-  * [[game_mechanics:start#Success Points (SP's)|Success Points (SP's)]] 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[players:start#Experience|Experience]] 
- 
----- 
- 
-==== Apprentices ==== 
- 
-As in real football your club may take on apprentices to develop into replacements for your existing 
-players in the future, rather than trying to buy replacements on the transfer market. Such players can be 
-`discovered’ at any time as long as you do not have more than five AGE 18 LEVEL 0 APPRENTICES on your 
-books at that time. This is done by selecting him for a match by writing a `D’ in the number box, against 
-the name you chose for him, on your team sheet (don’t forget his nationality). To see how to discover 
-APP’s and SBY’s correctly, take a look at `Filling in your Turn sheet’, towards the rear of this book. 
-Apprentices must be used sparingly however, as during a season there is a limit to how many can be 
-discovered, which presently stands at eight. After that the computer will disallow any further 
-discoveries until the following season, so think carefully about it! 
- 
-An APP must play his first six `qualifying’ games in the same position that he was discovered in, playing 
-at performance level 0 for these matches. After their six game qualification period APP’s then become a 
-level 2 normal player in that position, the first step on the ladder to regular first team status. 
- 
-**(NB Friendlies grant 1 qualifying game towards this six game target, competitive games grant 1.5 
-games as the APP learn more quickly in a competitive game setting).** 
- 
-After qualification, and ONLY after qualification, an APP can have his performance level raised through 
-normal coaching methods. As he is young and very keen, the APP can have his level raised by two points 
-each session. The costs in SP’s are the same as for any other player in his position (i.e. an APP GK needs 
-2 SP’s to raise his level by one point, so raising his performance level by two costs FOUR SP’s). If you 
-have any unqualified APP’s on your books at the end of the season they will be lost (presumed as being 
-not quite talented enough to make the grade) and you will have to discover new APP’s the following 
-season. This means that there can never be a 19 year old APP in the game, for once the season ends, all 
-recently qualified APP’s become normal players, while unqualified APP’s are sent home to get `a proper 
-job’! 
- 
-See also... 
- 
-  * [[game_mechanics:start#The Youth Team|The Youth Team]] 
-  * [[overview:start#Friendly Matches|Friendly Matches]] 
-  * [[players:start#Future Stars|Future Stars]] 
-  * [[players:start#Schoolboys|Schoolboys]] 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[players:start#Competitive Match Effects|Competitive Match Effects]] 
- 
- 
----- 
- 
-==== Surprise Discoveries ==== 
- 
-An AGE 18 APP who becomes qualified might be an outstanding prospect for the future and there is a 
-slim chance that he might become something other than just a normal level 2 player. Any qualifying APP 
-might turn into a FUTURE STAR [FUT], or failing this, could show the traits of one of the much valued 
-specialist players. A qualifying DF APP could possibly turn into a DF/A, a FW APP can become a WG or 
-FWS, or if you are very lucky, a MF APP could show all the hallmarks of growing into the sought-after 
-MF/D, MF/A or MF/A/D players. 
- 
-We suggest that you do not start to plan your strategies around this sort of thing though, as these 
-discoveries are **VERY RARE**, and Managers who chose to not think about such things are much less likely 
-to be disappointed! 
- 
-It is always a good idea to keep one of your season’s eight APPS unqualified right until the end of the 
-season, just in case a crucial player is injured, like a GK, and you have no reserve. If you do keep this 
-player in reserve then you can at least discover an APP GK, which is better than playing with no GK. Of 
-course, it is best to have an adequate reserve GK in your squad, but this isn’t always possible or 
-practical. Also, at the end of the season there is a chance of “producing” an MF/G player from one of 
-your UT’s or MF players 
- 
-See also... 
- 
-  * [[players:start#Player Positions|Player Positions]] 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[players:start#Apprentices|Apprentices]] 
-  * [[players:start#Future Stars|Future Stars]] 
-  * [[players:start#Schoolboys|Schoolboys]] 
- 
----- 
- 
-==== Future Stars ==== 
- 
-When an APP qualifies he has a chance of becoming a Future Star. Future stars (FUT) are, as their name 
-suggests, bright prospects for the future and are more talented than the normal APP, possessing an 
-ability to learn more quickly, and shape their skills towards a first-team appearance in a far shorter time. 
- 
-As such they only need half the normal SP’s to raise their performance level by one. (i.e. It costs 1 
-success point to raise a future star GK or SW by one level, outfield areas cost half a success point per 
-level) making them very valuable. Note that in all other respects future stars are the same as 
-Apprentices (i.e. their performance level can be raised two levels per session, etc). At the end of the 
-season a FUT will age and become a normal Age 19 player - he **WILL NOT** become a STAR. 
- 
-See also... 
- 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[game_mechanics:start#The Youth Team|The Youth Team]] 
-  * [[players:start#Player Positions|Player Positions]] 
-  * [[players:start#Performance Levels|Performance Levels]] 
-  * [[players:start#Apprentices|Apprentices]] 
-  * [[players:start#Star Players|Star Players]] 
- 
- 
----- 
- 
-==== Schoolboys ==== 
- 
-A club may only have one unqualified (LEVEL 0) schoolboy (SBY) on their books at any one time and to 
-discover one just follow the procedure described above for discovering APP’s. Remember to give him a 
-nationality and tell us that you want him to be a SBY (We will always assume that a newly discovered 
-player is an APP unless told otherwise). 
- 
-A SBY is regarded as an outstanding young prospect, but one that must be nurtured and given time to 
-mature, therefore he must play 10 qualifying games in his chosen position before he qualifies and 
-becomes a LEVEL 2 player. Once he has qualified he then has the advantage of being able to have his 
-performance level raised by three points per session, and each level only costs half the normal amount 
-in the same manner as for Future Stars.  
- 
-Therefore, a qualified SBY is a very lucrative asset, and one that everybody will be after. Whilst they are qualifying however, a SBY may only play in one game per session and no more. This means that qualifying a SBY is a long process but SBY’s **DO NOT** have to qualify in the same season that they are discovered like APP’s and can stay on your books for more than one season. A schoolboy will, however, retire from the game if he ages to 19 without becoming a qualified level 2 player. Another advantage about having a SBY is that on qualification certain really outstanding ones may turn into a UT player, which makes them even more valuable as an asset to your club. 
- 
-Remember that you cannot have more than one level 0 SBY on your books at any time, and an 
-unqualified SBY cannot be traded (this also applies to unqualified APP’s). Also note that you cannot 
-discover a new SBY in the same session that your last one qualified, but are forced to wait until the 
-following session to look for a new, promising schoolboy. 
- 
-In general, it is probably better for your SBY to qualify earlier than later in a season, as it allows you 
-more time to coach him as you wish, rather than rushing ahead and possibly neglecting other players 
-who could use the SP’s equally as well. If a SBY is nearing qualification a couple of sessions before the 
-end of a season then as long as he is still 17 years old, hold him back until the beginning of the next 
-season before you qualify him. Qualifying a SBY at the end of a season, for example, is a complete waste 
-of a valuable resource.  
- 
-Once qualified, SBY’s, as APP’s, become normal players in the following season, 
-and lose all benefits connected with the SBY status. However, always bear in mind that if a SBY is not 
-qualified by the end of a season in which he is already 18 years old, he will be treated in the same 
-manner as an unqualified APP, and stricken from your books (there is no such thing as a 19 year old 
-SBY!). 
- 
-See also... 
- 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[game_mechanics:start#The Youth Team|The Youth Team]] 
-  * [[players:start#Player Positions|Player Positions]] 
-  * [[players:start#Performance Levels|Performance Levels]] 
-  * [[players:start#Apprentices|Apprentices]] 
-  * [[players:start#Competitive Match Effects|Competitive Match Effects]] 
- 
- 
----- 
- 
-==== Competitive Match Effects ==== 
- 
-The qualifying period for APP’s and SBY’s can be reduced somewhat if they play in competitive rather 
-than friendly matches. Playing in truly competitive games counts 1.5 games played towards 
-qualification, unlike friendly games which only count as one game played. This reflects the more 
-competitive nature of League and Cup games and that they are more of a learning process for your 
-players. 
- 
-See also... 
- 
-  * [[players:start#Apprentices|Apprentices]] 
-  * [[players:start#Schoolboys|Schoolboys]] 
- 
----- 
- 
-==== Experience ==== 
- 
-Three other factors have an effect your squad’s performance levels. The first is experience. For every 
-game that a player participates in, of a competitive nature, he will gain an experience bonus (This 
-excludes UNQUALIFIED SBY’s and APP’s, and Level 12 players who are NOT stars).  
- 
-After a number of games worth of experience, his performance level will eventually increase by one level. Obviously the more games a player participates in the more will his experience rise, and the chance that a player’s 
-performance level may rise could be a factor in keeping an ageing player in a team longer than you 
-normally would. As a rule, younger players who are still learning the basics, and older players who have 
-seen it all before, will gain the least experience from any match, while slower developing, mature 
-players in their prime will benefit the most. It is this factor that might be the one determining how long 
-you keep hold of your ageing club captain! 
- 
-See also... 
- 
-  * [[players:start#Performance Levels|Performance Levels]] 
-  * [[players:start#Rising [r] and Fading [f] Stars|Rising [r] and Fading [f] Stars]] 
-  * [[players:start#Man of the Match|Man of the Match]] 
- 
- 
----- 
- 
-==== Man of the Match ==== 
- 
-Every game you play will generate a rating out of ten for the players involved, which represents their 
-contributions to that particular game. These will normally be in the range of about four to eight, but may 
-rise to the glorious nine’s and ten’s, or plummet to the two’s and three’s if the efforts are particularly 
-bad or good. The player rated as your sides ‘Man of the Match’, the player with the highest rating out of 
-ten, will gain an additional experience boost. Though you only get to see the final ratings scores for each 
-player, there is an invisible part of that figure you cannot see, so there is always a reason why one player 
-get’s rated as your Man of the Match when his rating is only as high as that of one or two of his team 
-mates. 
- 
-See also... 
- 
-  * [[players:start#Experience|Experience]] 
- 
----- 
- 
-==== Category Changes ==== 
- 
-Though a player’s category will almost never change, and a Power player will remain a tough, physical 
-player throughout his entire career, it is possible to coach a player in parts of the game he might be 
-lacking. In doing this, you are basically giving the skilful players a new diet and training to build up their 
-stamina, while preparing special exercises to improve the touch and flair of the less delicate players. 
- 
-Eventually, after enough training, the player will gain the coveted Power/Skill [P/S] status. To do this you 
-must expend SP’s on P/S Training, which will not have any immediate benefits as regards skill levels, but 
-will begin to increase his P/S training level. Once this level reaches 100%, he will become a P/S player, 
-and will compete as such in his next game. The expenditure required for this will be around 10 SP’s or so 
-for a 18-2 APP outfield player, with higher-level, older players taking a little more effort, considerably so 
-for specialist multi-purpose players. It might prove very difficult to shape a very young or very old 
-player, while a mature player is more likely to respond more quickly to the training. As this training is 
-done over a period of time, it cannot be combined with other sorts of qualification, such as playing a 
-player Out-Of-Position. 
- 
-A player can be EITHER qualifying as a UT [playing OOP in games], or being P/S trained, not both. Once 
-P/S training begins, all Out of Position [OOP] qualification games are set to zero and no further OOP 
-qualification can be undertaken. If it is, and a player is played OOP once more, he will lose all benefits 
-from his P/S training, and in the future such training will begin again at zero as you can only do one or 
-the other to the same player each session, NOT BOTH! 
- 
-P/S coaching can be done in units of one or two SP’s per player, per turn. Any player can benefit from it, 
-other than players who are already P/S category, unqualified players, or Goalkeepers. Please ensure that 
-it is clear whether you are using SP’s to coach performance levels, or whether they are to be applied to 
-P/S training. 
- 
-**Note; P/S training, unlike OOP qualification, can be carried over from one season to the next.** 
- 
-See also... 
- 
-  * [[game_mechanics:start#Player Categories|Player Categories]] 
-  * [[players:start#Playing Out of Position (OOP)|Playing Out of Position (OOP)]] 
- 
- 
----- 
- 
-==== Ageing ==== 
- 
-At season’s end the third factor that affects a player’s performance level comes into play, age! Ageing is 
-the process that will affect the starting performance level of all players for the next season. Players age 
-as shown in the table below. At the age of 32 there is a chance that a player may retire at the end of a 
-season though it won’t be until he becomes 35 or more that this becomes a serious likelihood, with 
-many older players continuing playing well into their thirties; just keep the matter in mind for your older 
-players, especially your club captains. 
- 
-However, the loss of skill levels from an older player after ageing might well make it less attractive to 
-keep him on the books. If a player’s skill falls below 1 after ageing then he automatically retires. There 
-are advantages and disadvantages to having older players in your team. For a start, once a set age is 
-reached older players tend to tire more easily than younger players when it comes to the Cup matches 
-and extra time. However, older players use their heads more than their legs and between the ages of 23 
-and 28 their experience earned increases more quickly than does it for younger players, so it’s really a case of swings and roundabouts! 
- 
-There are a few special cases of player’s performance levels not reducing as much as they should due to 
-ageing. This comes from being the season’s highest goal scorer in the division, being the eldest 
-defender/sweeper playing in the defence that concedes the least goals in each Division, or from being a 
-STAR PLAYER. Also, at the end of the season, one of your players will be automatically rejuvenated at 
-random (i.e. he ages but loses no performance levels). This will generally be one of the older players in 
-your squad, but with random elements being what they are, there is no certain way of calculating who 
-this might hit. The computer does check your oldest players first. SBY’s and STARS are exempt from 
-losing levels through ageing.  
- 
-Also, remember rejuvenation comes before retirement in the end of 
-season ageing routine, so BOTH can happen to the same player. Also, when trying to calculate exactly 
-what the effects of ageing will be on a player, you will generally find that they will fall between two 
-performance levels after deductions. This is where experience comes into play once more, as the 
-fractional gains they have made throughout the season will be what determine whether `half-levels’ are 
-rounded upwards or downwards. 
- 
-Basically, if an older player has played a good few games during the season, and has not benefitted from 
-an experience gain, then he is more likely to have his post-ageing levels rounded up rather than down. 
- 
-{{ :players:ageing.png |}} 
- 
-See also... 
- 
-  * [[players:start#Performance Levels|Performance Levels]] 
-  * [[players:start#Club Captain|Club Captain]] 
-  * [[game_mechanics:start#Coaching|Coaching]] 
-  * [[players:start#Star Players|Star Players]] 
-  * [[players:start#Rising [r] and Fading [f] Stars|Rising [r] and Fading [f] Stars]] 
- 
----- 
- 
-==== Club Captain ==== 
- 
-Each team will have a Club Captain whose job is to lead and inspire his fellow players. A Captain allows 
-the manager to assign extra levels to his team, to simulate the motivation that such a player provides. 
-These levels depend upon the Captain’s age and the number of games he has actually played in as 
-Captain. **So, an Age 27 captain who has played 179 games as captain would gain an extra 7 levels to 
-distribute across your outfield areas.** On your squad sheet will be the number of bonus levels available 
-to your team if your captain is selected to play in any games that session. If your captain is not selected 
-to play in a game for any reason then you will have no bonus levels to assign. To choose a new captain, 
-fill in the relevant box on your turn sheet. 
- 
-{{ :players:captains.png |}} 
- 
-See also... 
- 
-  * [[players:start#Transferred Captains|Transferred Captains]] 
-  * [[players:start#Loss of Captain's Influence|Loss of Captain's Influence]] 
- 
- 
----- 
- 
-==== Transferred Captains ==== 
- 
-When a Captain is transferred between clubs, he will take a percentage of his Captains Games with him, 
-dependent upon his age. This is presently marked at 2% per year x age, which means a 20 year-old will 
-take a maximum of 40% of his Games with him, while a 33 year-old will carry 66% of them. Though this 
-is not much of a disparity between the younger and older players, you will usually find that not many 20 
-year-olds have many games under their belts, while the aged Captains may have played upwards of two 
-hundred games, and therefore gain a far greater benefit. A newly acquired Captain must be designated 
-as such on your next set of orders; otherwise he will not play as such. 
- 
-**Note that if a Captain is placed in the Auction but remains unsold, he will lose some of his influence on 
-returning to the team in exactly the same manner, due in some part to his disillusionment at being 
-offered up for sale!** 
- 
-See also... 
- 
-  * [[players:start#Club Captain|Club Captain]] 
-  * [[players:start#Loss of Captain's Influence|Loss of Captain's Influence]] 
- 
----- 
- 
-==== Loss of Captain's Influence ==== 
- 
-If your Captain is sent off during a game, then some of the influence he had on your side will also be lost, 
-depending upon when he was actually dismissed. His levels are taken from the team from all areas, but 
-from your attack first then midfield, and then your defence, in as equal measures as is possible. 
- 
-See also.. 
- 
-  * [[players:start#Club Captain|Club Captain]] 
-  * [[game_mechanics:start#Aggression (AGG) and Disciplinary Points (DP'S)|Aggression (AGG) and Disciplinary Points (DP'S)]] 
- 
----- 
- 
-==== Playing Out of Position (OOP) ==== 
- 
-Occasionally a manager may wish, or be forced, to play a player out of his normal position. When doing 
-this, a player does not perform at his usual level of efficiency, due to the strangeness of playing in an 
-unaccustomed role. For that game only, the player will be rated as only half his normal performance 
-level, rounded upwards, when calculating the skill totals per area. For example, if a Level 11 Defender is 
-played in a midfield role, then he will be rated as a Level 6 player for that game (being reduced to a 5.5, 
-and then rounded upwards). 
- 
-For every match that a player is played beyond his normal position, he gains experience in his new role, 
-to the value of 1 qualifying game for a competitive match, and 0.5 for a friendly game. If a player gains 
-ten qualifying points from playing out of position (OOP) during any one season then he will be able to 
-play OOP in all future games without any loss of levels. This turns him into a Utility player (UT) and thus 
-worth significantly more to his team and his manager. The only restrictions on a player playing out of 
-position are as follows:- 
- 
-  * A player playing as a GK or SW must always be a GK or SW. 
-  * A GK cannot play in an outfield position 
-  * Unqualified APPs and SBY’s cannot play OOP 
-  * A SW may play in DF without losing any levels. Playing him there is not considered as Out-of-Position with respect to qualifying as a UTILITY. If he plays in MF or FW then he starts to qualify as a UT. 
- 
-**Note:** that an unqualified SBY or APP Sweeper cannot, under any circumstances, play in defence until he 
-is qualified. He must play all his qualifying games in the SW role. 
- 
-A UT player can play in any outfield position (DF/MF/FW) without losing any performance levels. His 
-position should be recorded as the outfield area he is playing in, not written as `UT’. 
- 
-See also... 
- 
-  * [[players:start#Player Positions|Player Positions]] 
-  * [[players:start#Category Changes|Category Changes]] 
- 
- 
----- 
  
  
players/start.1588018853.txt.gz · Last modified: 2020/04/27 21:20 by stripeyjoe

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki