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Managerial attributes that have real bearing on the game
In conjunction with another thread listing new team-talk options, I was thinking, maybe adding manager attributes to influence the type of team-talk options available to the manager and their respective effects would be a good idea? So, for example, if I am a manager with high hands-on approach/squad discipline attributes various strict team-talk options like "I want a better performance from you or you're out of the squad" would be unlocked while at the same time having more effect than other options that would be unlocked by other attributes. If, on the other hand, I am a manager with high professionalism and am a "popular manager" (under personal information), encouraging players would have more effects than scolding them.
On top of that, managerial attributes could also be used to influence certain aspects of the team outside team-talk.Players under a manager with high squad discipline attributes would be less prone to aggressive acts of behavior on field, for example, as well as stick deviate less from the stipulated tactics.
All this is done with the mind of adding a role-playing element into the game, which is at the same time consistent with real-life as different managers do have different ways of managing the team. Besides mere attributes manager "classes" could also be added, like the aforementioned popular manager class that is already in the game. Such classes would unlock certain options not available to when you first started out, and have profound effects on the team.
What do you think?
01-03-2008, 07:44 AM
Managerial attributes that have real bearing on the game Post #2
The FM Survey 2008 which is the subject of another thread here indicates that one of the most unsatisfactory elements of FM08 which needs an overhaul for FM09 is player & media interaction. For me personally this is the number one priority now since IMO the match engine is pretty damn good.
In addition, the human manager attributes and descriptions are pretty much window-dressing and a neglected factor, so bringing both together in the way you suggest is an excellent idea.
We should be able to choose from a selection of managerial personalities at the beginning of our careers along with tactical preferences and these should have a real effect on our relationships with players as well as other managers, the media etc.
01-03-2008, 07:47 AM
Managerial attributes that have real bearing on the game Post #3
I think this could be a very good idea. As phnompenhandy said, the attributes at the moment seem to be for aesthetic purposes only. It would be interesting to see them have some influence on the game.
01-03-2008, 08:45 AM
Managerial attributes that have real bearing on the game Post #5
i personally don't like role-playing elements that attempt to 'shape' your personality or your 'skill' level over time. Statistical measures are certianly fine (like exist now) and reputation/relations with players is fun, but anything that makes the game less of a simulation and more of a RPG is something i wouldn't like to see.
01-03-2008, 01:39 PM
Managerial attributes that have real bearing on the game Post #6
Originally posted by prakimus88:
i personally don't like role-playing elements that attempt to 'shape' your personality or your 'skill' level over time. Statistical measures are certianly fine (like exist now) and reputation/relations with players is fun, but anything that makes the game less of a simulation and more of a RPG is something i wouldn't like to see.
It wouldn't shape your skill, but it would be realistic to have a personality. Even if you chose it a the start of the game. It would be far more realistic than in game repsonses have something to do with you as the manager.
It's an idea I mentioned some time back.
01-03-2008, 01:55 PM
Managerial attributes that have real bearing on the game Post #7
Your personality as a manager should be dictated by your actions. According to the style of football you play you would gain the reputation of a manager who likes to attack, or defend, or keep possession, etc.
According to how your discipline your players you should gain the reputation of "strict" or "lenient" etc.
According to the way you respond to comments you should be labeled 'arrogant', 'big statement guy', 'dreamer', etc.
According to your success at the end of each year you should be getting points for achieving success or failure, therefore shaping up your personality. Be succesful with a low table team and be known as someone who can do miracles, or be unsuccessful with a big team and be labeled as a manager who is afraid of challenges or can't handle the pressure. All these of course would be dynamic, thus shaping your career as you play and resulting in getting better jobs or worse, being labeled a legend, etc.
I am not saying that SI should do this though before developing the mechanism for at least 2 years. FM08 has many broken features as it is.
01-03-2008, 09:48 PM
Managerial attributes that have real bearing on the game Post #8