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I was thinking about team-talks whilst sat on the loo earlier
As good an idea team-talks are, I do feel they're implemented horribly within the game. It feels more like an exercise in not clicking the wrong button than really finding a way to motivate the troops. So mid-wipe I came up with this outline for a new way of doing it.
Let's say we're given a quota of inspirational team talks that we can use a season. Eight or so. So you have to decide whether to use one of these valuable motivational speeches or not in every match. You'd be presented with an option
<pre class="ip-ubbcode-code-pre">Use extra motivational teamtalk (eight left) or normal teamtalk</pre>
and then it's down to you as whether to risk using one or not.
Clearly this isn't a fully fleshed out idea as yet, but I'm sure there's a diamond in the rough here. What do you think?
11-10-2007, 11:03 PM
I was thinking about team-talks whilst sat on the loo earlier Post #2
I would do away with the whole pre-match teamtalks. I wouldn't expect that Alex Ferguson says anything other than 'I expect a win' in nearly every match in a season, yet we're advised that using the same teamtalk too often can have a detrimental effect.
I can see the use of having a word with the players afterwards, saying 'job well done' or 'fantastic result' or whatever, but the pre-match stuff is very poorly implemented and, to be honest, quite annoying. Especially when your assistant manager is telling you awesome feedback like 'nothing noted' EVERY TIME.
11-10-2007, 11:41 PM
I was thinking about team-talks whilst sat on the loo earlier Post #4
They should implement it in such away that each user has a motivation stat and man management stat that they can use to an affect.
Bringing the current system in to play your motivation, management stat will increase/decrease depending on how you use the current system of motivating players and man managing players when they are unhappy on and off the pitch.
Let say after 3 games you manage to click the right options and get 100% on players morale. Your motivation stat will increase by a 1. Thus someone with 15 motivations is able to motivate and encourage the team more. Lets say you only manage to get 85%
correct. Your stat will take longer to increase.
When you active less then 50% it will decrease.
This will bring experience into the game as well. Experience points can be added.
After a certain number of motivation points are achieved you will increase in experience points.
Example Wenger over the years will have acuminated a lot of motivation points and experience points in winning the league with Arsenal. These experience points has helped the new young generation to achieve 1st position in the league now. Why? Because Wenger has a higher motivation stat and experience stat then most managers and thus is able to motivate young with little experience and bring out the consistency in them.
Another example is Eriksson who acuminated experience points managing in Italy and England and thus is able to help Man City achieve top 5 in the table.
In the lower end to this is someone like Roy Keane, young ambitions manger gaining promotion has acuminated motivation points to allow Sunderland to achieve draws and last min winners. His experience points are not so good yet so therefore will probably achieve relegation this year or maybe lover table. But his experience points will be enough for him to take Sunderland back to the premier league next year as oppose to say Bolton with Gary megson.
Off course other stats can come into play- pressure stats – how good is he under pressure. Did he get more of the team talk right during half time? Or managed to change tactics to achieve a win. If so add this to this pressure stat.
With all these stats acuminated in the game. A manager who uses the “encourage” option with say 15 motivation will be able to bring more out of the players then say someone with 10 motivation will.
I hope you understand my thinking behind this would appreciate feedback. Especially from SI.
11-10-2007, 11:57 PM
I was thinking about team-talks whilst sat on the loo earlier Post #5
just more options/variations. Possibly coupled with tactics (eg priority no 1 keep a clean sheet/ take the game to them), recent results or pick out recent failings (get the ball wide this time/ not using target man enough/too much etc.)
11-11-2007, 01:07 AM
I was thinking about team-talks whilst sat on the loo earlier Post #8
Originally posted by cheese2:
just more options/variations. Possibly coupled with tactics (eg priority no 1 keep a clean sheet/ take the game to them), recent results or pick out recent failings (get the ball wide this time/ not using target man enough/too much etc.)
Agreed.
I'm against overhauling/removing teamtalks.
They take awhile to get versed in, but after seeing how each player responds with his play (not just what the ass man says after the match ABOUT each players' response), teamtalks make sense the way they are now.
For those who say that teamtalks do nothing, i advise watching closely how each player responds on the pitch, not just looking at the ass man reports on the teamtalks.
11-11-2007, 01:12 AM
I was thinking about team-talks whilst sat on the loo earlier Post #9
I'd like to see the effectiveness of team talks tied in with manager ratings as Fred_The_Red stated above.
As for Serpico's OP; wouldn't top class managers be able to do this almost every game (irl)? By limiting the amount of "super team talks" a manager can make in a season the teamtalk feature is basically only improved for those games, leaving it the same stagnant feature for every other match.
I suggest you go back to the loo and think things through again and a few less "mid wipe" comments in the next post please, I just ate