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11-30-2007, 06:45 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #21 | | Newb
Join Date: May 2007
Posts: 0
Rep Power: 0 |
I don't see why people think this is God-mode. If players want to start off with high attributes, that's their prerogative. However, if I want to start off as a rookie managing a non-league team, I'm going to set my attributes low. With these low attributes, you're actually at a disadvantage in regards to AI. If I jumped to managing in the Premiership right away, my low attributes would indicate that I would have a hard time. If I were to steadily develop my attributes over a number of season, then I would be on par with Premiership managers. This is no one advocating any kind of God Mode. It's all your personal choice.
The current implementation only has one attribute indicating how good of a manager you are - reputation. The point of these attributes is to mold your personal character. If you want shape yourself into a Wenger, put attributes into Training and Negotiations. But at the same time, you'll be lagging behind in other areas.
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11-30-2007, 06:50 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #22 | | Guest | Quote:
Originally posted by UELLfan:
Ok... This is so worng in so many ways.
Where to start?
First things first.
Man management - After (let's just say) 5 seasons in a team, if you really paid some attention to players' reactions to your doings you should probably know all of your 1st team and reserves players to the heart. At the very same time, your rotation/ give the lad a run in the 1st team / give him a last chance to prove himself skills should already be honed down.
Motivation - It is your team. After watching it for 50 matches I'm sure you know how players react to some talks. Apply your knowledge.
Discipline - Err... Well, apart from Violence I can see no other issue which doesn't get sorted with decent manmanagement skills. And Violence can indeed get sorted. I'll let you find out how.
Training - Re : players improving: That's what training routines are for, you know?
Negotiation - If you play your cards well, you can still get blatant steal offers accepted, develop a friendship with some manager (who then will be more lenient when judging your offer), etc...
To sum up I find your proposals to be just a get a God_Mode in the game.
I'd rather see a dropdown menu at the manager creation which set the way chairmen would see your management (youth developer, shrewd negotiator, motivational manager, defensive manager, ...) or even better make the board analize what you've done in past jobs and offering you the job when they think you suit what they're looking for.
Then add further levels to the long term confidence, such as 'sort discipline in the dressing room and return the club where it belongs', 'we want the club to take a develop the youth approach', 'cease to be a selling club and become a major powerhouse in the country/Europe', etc...
| That pretty much sums up what I think. I like the bits at the end, much more of a proper 'scope' for your time in management. I like! :thup:
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11-30-2007, 06:55 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #23 | | Newb
Join Date: May 2007
Posts: 0
Rep Power: 0 | Quote:
Originally posted by UELLfan:
Ok... This is so worng in so many ways.
Where to start?
First things first.
Man management - After (let's just say) 5 seasons in a team, if you really paid some attention to players' reactions to your doings you should probably know all of your 1st team and reserves players to the heart. At the very same time, your rotation/ give the lad a run in the 1st team / give him a last chance to prove himself skills should already be honed down.
Motivation - It is your team. After watching it for 50 matches I'm sure you know how players react to some talks. Apply your knowledge.
Discipline - Err... Well, apart from Violence I can see no other issue which doesn't get sorted with decent manmanagement skills. And Violence can indeed get sorted. I'll let you find out how.
Training - Re : players improving: That's what training routines are for, you know?
Negotiation - If you play your cards well, you can still get blatant steal offers accepted, develop a friendship with some manager (who then will be more lenient when judging your offer), etc...
| Good points. I'm sure you become better adapted the more you get to know your players. However, your character should have innate abilities. Motivational speakers IRL don't have 5 years to get to know their audience, yet no one can argue that they are good. The same goes for negotiation. What if I wanted to develop my own manager by sending him to negotiation classes? Some people have more charm and can diffuse difficult situations. Adding these attributes would make your own manager more of a real person with strength and weaknesses.
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11-30-2007, 08:45 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #24 | | Warming Up
Join Date: Jul 2007
Posts: 34
Rep Power: 0 |
Bad idea, I'm sorry. It strikes me as being far away from what the game is meant to be. I love the way that you level up in Oblivion or Mass Effect but it just wouldn't work for this game. It's too unrealistic. As human managers plying the game we already learn from ouur experiences, it's only natural. If I play an attacking 4-3-3 against Chelsea at home and get battered 5-0. I'm not going to do it again. So I already feel that we progress.
I do think that AI managers should have more personality though. I'm all for MPM (If that's what they would be called). Also, I mentioned Mass Effect earlier, it would be good if what you said in the media and about other managers actually made a difference to how another character will respond to you. I know it makes a slight difference now, but I have never felt like I was a friend to one of the other managers, if you get my drift :thup:
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11-30-2007, 10:10 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #25 | | Newb
Join Date: Jul 2007
Posts: 0
Rep Power: 0 |
It is an excellent idea but I think you're going about it the wrong way:
Man management, Motivation, Discipline, Training, Negotiation, Scouting, etc.
They should all be in the game and we should be rated for them, BUT not my ourselves or before the game starts, there should be no underlying progression "outside" of the game for us. We should be rated by what we do in the game. Do we give the right half-time team talks? Do we discipline our players a lot? Are we putting our players through hard training? What are our man management skill like. All this the game can INTERPRET from our actions, which puts us on exactly the same level as the AI which should also be rated on its team talks, its training, and all other "skills" that are currently in the game for the AI staff. If an AI manager's team talks are not working that well anymore his motivation rating should go down, perhaps a number of players get into fights with the AI manager, his man management skill may suffer.
Perhaps he is forced to discipline players, or perhaps he chooses not to, all these decisions should alter all the staff in the game at all times (over time of course). That would be the realistic way of implementing it in the game.
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11-30-2007, 10:44 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #26 | | Newb
Join Date: Sep 2007
Posts: 0
Rep Power: 0 | I'm guessing quite a few people on here have used the genie scout (in fm07)? If so the manager you create doeshave CA/PA, stats do improve over time, not visible unless you use the genie scout though.
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11-30-2007, 10:47 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #27 | | Newb
Join Date: May 2007
Posts: 0
Rep Power: 0 | Quote:
Originally posted by denniswinchester:
All this the game can INTERPRET from our actions, which puts us on exactly the same level as the AI which should also be rated on its team talks, its training, and all other "skills" that are currently in the game for the AI staff. If an AI manager's team talks are not working that well anymore his motivation rating should go down, perhaps a number of players get into fights with the AI manager, his man management skill may suffer.
| If you make these stats completely an interpretation, then what makes a manager "good"? What value does the AI use to differentiate Alex Ferguson as opposed to Steve McLaren? Their actions cannot be completely random.
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11-30-2007, 11:02 PM
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FM09 Idea - Adding Role Playing Element to Ingame Character Post #28 | | Newb
Join Date: Sep 2007
Posts: 0
Rep Power: 0 | http://img103.imageshack.us/my.php?image=covgl9.png
Your manager improves very slowly over time, i'm sure quite a few people know this already though. If these stats where made visible i'm sure it would quench your thirst for an "RPG element", and perhaps the manager we create could get a training rating? When creating a game the user could specify which points go where as mentioned previously.
(Sorry for typos or errors)
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