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players:start [2020/04/27 21:35] – [Surprise Discoveries] stripeyjoeplayers:start [2020/04/28 17:22] (current) stripeyjoe
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 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]]
  
 ---- ----
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-==== 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.1588019717.txt.gz · Last modified: 2020/04/27 21:35 by stripeyjoe

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