players:start
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See also... | See also... | ||
- | * [[players:start#Player Positions|Player Positions]] | + | * [[player_positions: |
- | * [[game_mechanics:start#Player Categories|Player Categories]] | + | * [[player_categories: |
- | * [[players:start# | + | * [[performance_levels: |
- | * [[players:start#Star Players|Star Players]] | + | * [[star_players:start|Star Players]] |
- | * [[players:start# | + | * [[apprentices: |
- | * [[players:start#Future Stars|Future Stars]] | + | * [[future_stars: |
- | * [[players:start#Schoolboys|Schoolboys]] | + | * [[schoolboys: |
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- | ==== 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: | ||
- | * [[game_mechanics: | ||
- | * [[players: | ||
- | * [[players: | ||
- | * [[players: | ||
- | ---- | ||
- | ==== 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: | ||
- | * [[game_mechanics: | ||
- | * [[players: | ||
- | * [[players: | ||
- | * [[players: | ||
- | * [[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: | ||
- | * [[game_mechanics: | ||
- | * [[players: | ||
- | * [[players: | ||
- | * [[players: | ||
- | * [[players: | ||
- | |||
- | |||
- | ---- | ||
- | |||
- | ==== 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, | ||
- | competitive nature of League and Cup games and that they are more of a learning process for your | ||
- | players. | ||
- | |||
- | See also... | ||
- | |||
- | * [[players: | ||
- | * [[players: | ||
- | |||
- | ---- | ||
- | |||
- | ==== 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: | ||
- | * [[players: | ||
- | * [[players: | ||
- | |||
- | |||
- | ---- | ||
- | |||
- | ==== 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: | ||
- | |||
- | ---- | ||
- | |||
- | ==== 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, | ||
- | 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, | ||
- | 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, | ||
- | |||
- | See also... | ||
- | |||
- | * [[game_mechanics: | ||
- | * [[players: | ||
- | |||
- | |||
- | ---- | ||
- | |||
- | ==== 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/ | ||
- | 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. | ||
- | |||
- | {{ : | ||
- | |||
- | See also... | ||
- | |||
- | * [[players: | ||
- | * [[players: | ||
- | * [[game_mechanics: | ||
- | * [[players: | ||
- | * [[players: | ||
- | |||
- | ---- | ||
- | |||
- | ==== 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. | ||
- | |||
- | {{ : | ||
- | |||
- | See also... | ||
- | |||
- | * [[players: | ||
- | * [[players: | ||
- | |||
- | |||
- | ---- | ||
- | |||
- | ==== 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: | ||
- | * [[players: | ||
- | |||
- | ---- | ||
- | |||
- | ==== Loss of Captain' | ||
- | |||
- | 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: | ||
- | * [[game_mechanics: | ||
- | |||
- | ---- | ||
- | |||
- | ==== 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, | ||
- | 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: | ||
- | * [[players: | ||
- | |||
- | |||
- | ---- | ||
players/start.1588019637.txt.gz · Last modified: 2020/04/27 21:33 by stripeyjoe