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Brentford Alan

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35 "Frankly, my dear, I don't give a damn"

About Brentford Alan

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    Brentford Researcher

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  1. When you take charge at Brentford the U18 team is there, all English clubs have the first team-U23-U18 setup until SI decide to change things in future editions, you just have no staff at that level, are not entered into any competitions and there is no expectation from the owner to start youth recruitment. The game will also allocate some of the younger 'B' team players to the U18s when you start a save, I always move them to the U23s/B team to maintain realism. If you get promoted to the Premier League the club needs to finance the lowest level of academy to comply with PL rules, and in
  2. just to add another pkm for this as I seem to have had the same issue just now. I'd put in my order for 3 subs just before Pontus Jansson was (rightly ) given his marching orders for a second yellow in the 78th minute. When the tactics menu popped back up some subs were shown on the pitch but it let me make 2 or 3 more but no 'team talk'. I played on a bit then went back into tactics where I could finally make 1 sub but was then told I had no more left beyond that despite no players having come off at all. Tried again a few game minutes later with the same result. Brentford v
  3. Interesting, during the beta I ran some unemployed soak tests and Brentford were always mid-table or flirting with relegation and sacking Thomas Frank around christmas. The only significant difference between Brentford's last beta database and release database was an increase in TF's board confidence to decrease the occurances of him being sacked and a swapping of his favoured formations to match the changes made irl after our indifferent start to the campaign. Will have to run some more soaks pre-winter update
  4. Josh McEachran, about to be released by Brentford. Predicted to be a future England star when coming through the ranks at Chelsea but well on a downward spiral now and it's hard to see where his career goes after 4 seasons of producing nothing with us.
  5. I'd mentally list him as a nephew if it was my save, assuming 'uncle' isn't available.
  6. from a researchers POV I would say it's extremely unlikely. Whilst the vast majority of attributes remain the same each year, elements such as the weighting effect of attributes to CA can change, each edition of the game sees new info added like player debuts etc. Ultimately a researcher would have to update the 'new' FM19 data set, as well as the 'old' FM18 data set, and however many other 'old' versions were being kept updated for example. That's not to say it's impossible for us to do, but I would have thought the extra time spent on top of the current workload we're fitting in around real
  7. Really good idea that. It could also be interesting to allow the game to generate a history for you to randomise things a bit. I think it would lead to more press questions on how you feel about your 'old' team's performance, or going up against them with your new team which would freshen that area of the game up a little as well.
  8. Yes, it's simple enough. No PA limit anymore, very straight forward. So now the limit of a players CA (assuming Raptor and yourself are not suggesting every player has the opportunity to hit a 200 CA, no matter how remote?) is determined by several growth factors which may or may not be flexible in terms of their own growth. If those growth factors, no matter how many you use, are set by researchers as a hard limit (ie Natural Talent 15, Ambition 10 etc) that cannot be improved as a player ages you have still effectively set a PA that cannot be beaten, whether it's a simple viewable
  9. Sorry, I don't think you've really explained in your proposal how the game would stop an unrealistic amount of players becoming world class, unless a high percentage of youngsters receive career limiting injuries at some point. And there simply has to be something limiting player growth across the board to stop the game being ridiculously easy, whether it's one attribute such as PA or several 'growth' attributes combining to create a CA limit. If the parameters such as professionalism, determination, ambition etc that could be used to limit CA growth have no limit themselves as per your
  10. The FIFA/PES comparison doesn't work for me either. Both of those games, and admittedly I have more experience with FIFA, have stagnated since roughly the 2009 versions with PES improving a bit since then. FIFA is the exact same game with more emphasis on FUT and the financial benefits EA sees from it. Career mode gets an artificial make over every couple of years which is usually just a case of bringing back a feature removed previously. They still haven't fixed the stadium naming bug or hopeless scheduling (I had 4 games in a week the other day ffs!). No effort has been made to improve compu
  11. We get what you are trying to say. What you still fail to appreciate is putting in figures for attributes that affect a players growth will still create a hard limit whether it's set as PA or whether it's calculated by the game. It's simply how the game runs, for example 2 players rated; Player A Growth/Talent 14 Professionalism 15 Adaptability 15 Player B Growth/Talent 10 Professionalism 10 Adaptability 11 Player B would still never achieve a peak CA the same as Player A could achieve because his/her attributes will limit how much the
  12. But by setting a natural talent/growth attribute on a 1-20 scale you'd still be limiting the maximum PA (to use the 'current' term) in blocks of 10 (ie 20 natural talent = max 200, 19 = 190, 15 = 150 and so on) - with other factors only serving to decrease the maximum CA a player could reach. And there has to be an upper limit to CA, the game will calculate an upper ceiling based on the numbers put in to the attributes mentioned above, whether you can physically see or set that number (as you can now with PA) or not, it's one of the fundamental elements of the staff database. Unless you a
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