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TEAM DEVELOPMENT
This section would be about improving the ability of the team rather than the ability of a player. In real life a lot of time is spent on getting the team to gel together and play well as a team. Some of this is already replicated in the game, for example, if you sign a lot of new players at the same time it may lead to the team not playing well. I feel it should be made a lot more viewable and controllable though as would be the case in real life.
I am going to focus on 2 different things that could be part of a team development section:
Tactics Learning - In real life a manager doesn’t just tell the team how to play, they will spend a long time perfecting it. If this was included in the game I believe it should work like the following:
Any tactic that is saved in the tactics section is available to select via a drop-down menu. Once selected the tactic would appear on a list to show that it is selected.
Any selected tactics would then be learnt during training and a star rating (similar to the one used for scouting) would show how used the team is to that particular tactic. The more time spent learning the tactic the better the star rating would be.
The more tactics you select to learn and/or the more complex the tactic is, the longer it will take to learn each one. You can also deselect a tactic which would free up time to learn others but will also mean the star rating eventually falls for the deselected tactic.
Other factors will also be involved such as the quality of the training ground and whether the clubs is pro, semi pro or amateur.
How good the team is at a tactic would influence their performance in a match. |
:thup: to the idea. I'll float an idea as to how it could be implemented within the current game and see what people think. This could potentially remove the need for an overhaul of the current match engine as Sean M alluded to.
First I'll outline how I assume the 'Positional Rating' system works e.g. Natural, Accomplished etc. as this will be the foundation for how it might work.
My theory on 'Positional Rating' is that the match engine inputs are modified based on how comfortable a player is in the position he is playing. I believe that mental attributes are reduced relative to a player's comfort in a particular position e.g. a 'Natural' DM with positioning attribute 20 has his positioning attribute reduced if played as a centre half where he is less than 'Natural' so he won't behave like a 'Natural' CB with positioning of 20.
So within the training module we could have a couple of drop down selectors similar to when selecting a player to train a new position. So we have:-
1. As you have already suggested a drop down menu from which you choose a tactic to train. This tactic could be selected from the archives much like in the tactic screen.
2. A secondary drop down menu which then lets you choose a position from the previously selected tactic for a player to train in.
3. A third drop down menu which determines in which 'Team Selection' a player is placed in training within said tactic. Thus by making the right selections a manager can select all of his first XI to train a new tactic together, all of his second XI to train a new tactic together, or any combination he chooses.
If this system is modelled on the current 'Train a New Position' system then it could probably be set up to create a measure of how comfortable a team is in a given tactic similarly to the "Accomplished, Natural, Competent,..." player positional rating. Also by removing the versatility factor which causes a players positional rating to drop, a team's comfort within a given tactic would be reduced if training had ceased rather than staying fixed as a high versatility player's positional rating can when he stops training in a new position. This would be identical to the star system you suggested above except I believe it would be implementable within the current game set up.
This could be aligned to how many matches the team plays a given tactic similarly to how FM 08 now measures how many matches a player plays in a given position. Thus a manager could play one tactic in the majority of matches thus maintaining the team's proficiency in said tactic, while at the same time focusing tactical training on a new formation. The game could also record team selections automatically, thus recording how often different players play together in competitive matches.
This could also be linked to what you mentioned above about player relationships and how well partnerships within a team work. So if two strikers had trained/played in the same tactic together sufficiently to reach the maximum proficiency then this would be reflected in how well they perform together within said tactic. Similarly for:-
1. CB-CB
2. ST-ST
3. CM-CM
4. LB-LW
5. RB-RW
etc., etc.
So essentially you could have a 'localised gelling effect' independent of the overall 'global team gelling effect' which exists currently.
Having re read all of that there are some crucial aspects that would have to be considered when implementing such a system. For example if a Premiership quality side faces a League 2 side. The Premiership manager selects a formation that the team has zero proficiency in and the League 2 manager selects his best formation which the team has been playing week in week out. So the Premiership tactic has a proficiency of 1/20 and the League 2 side has a proficiency of 20/20 in their respective tactics.
If the 'tactical proficiency effect' is too large this could result in a strange result occuring. Some may argue that this would be a fair reflection of a manager making a poor tactical decision (in this case the Premiership manager) but I don't believe that the 'Tactical Proficiency Effect' should be too significant to the point it creates a flip flop in quality of the two teams facing each other. It would be very difficult to get the balance just right, and the chances of it creating absurd results might be quite high.
A secondary issue with this system is the effect on processing times. If every single manager, AI or Human, was having to make these decisions re training on a daily basis I fear that it would cause a lot of PCs to grind to a halt. Whether or not it would be possible to refine this for AI controlled teams so it doesn't create a processing freeze I really couldn't say.
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You should be able to find out team morale and team concerns which would look similar to the confidence screens in FM08. However, instead of the supporter spokesmen it would be the club captain talking to you. By looking at this you would be able to judge whether there are any problems and attempt to solve it by talking to a player/ the team or whatever else may help. |
:thup: I hate the way currently you only discover if a bad relationship exists when it reaches it's boiling point. I had some thoughts on this similar to yours which I had been holding back on posting until the 'I hate SI/This game sucks' threads had calmed down. I might post them in a separate thread if you don't have any objections LFCLoydy. You can have a read of it and if you feel I am stealing your thunder I'll get a mod to lock it.