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AndyRokit

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Everything posted by AndyRokit

  1. I think that the set-piece and match prep actually lasts for 7 days rather than just the next match. My "evidence" is that in a 2 match week, with a single set piece session at the start, I'll get prompts from my assistant to "take advantage of extra set piece training" in both matches.
  2. Found an interesting option for an orange-locked clause: Drop the length of the contract down to the minimum (typically till the end of the season) Set the release clause expiry to the min (which will now be the end of the season) and red-lock it Set the length of the contract back to whatever you want Doesn't guarantee that you won't lose them in the next transfer window, but if you survive that, you're set!
  3. Several of the jobs (other than manager) lend themselves to being playable. This would not only allow players to experience (and perhaps gain a better understanding of) the various aspects of the game, but also open up the possibility for friends (or Twitch followers!) to join up to run clubs together. This doesn't need to be big-bang. This could potentially help "theme" future releases, by targeting an area of management and adding a playable role. E.g. FM24: U23/U18 Management FM25: Scouting etc. For this most part this could be achieved using existing game mechanics. Let's go though a few jobs, from most to less obvious (to maybe even a bit silly)... U23/U18 Manager Tactics/training/fixture management for that level. Input into the Development Centre. Prompts for when a player is ready for a step to the next level. Control over U23/U18 loans Potentially separate wage/transfer budgets Hires/fires U23/U18 staff Director of football Hiring/firing manager (and other staff) Player transfers Shortlist management Handles first-team coach request for targets Handles first-team coach unwanted/development list Defines club culture (warns/ultimatums when not met) Potentially demands formations (warns/ultimatums when not used) Note: I know a few people who prefer this job to the Manager job. Guys who just "Commentary Only" their way through the matches to get back to scouting and transfers!! First Team Coach Subset of current games "manager" job. Replace direct involvement with transfer market with new target-request mechanism alongside existing unwanted/development lists Restricted player scouting options. Potentially only opposition scouting. Scout Build player knowledge by using the "Scout match" mechanic. Understand the various competitions in your region/nation and plan the fixtures to scout. Request recruitment analyst assignments from chief scout Potentially manage own pot of budget with details on travel costs and time more prominent. Shortlist management Creation of player reports (inc. grades) for submission to scouting centre. Request to be sent of language courses Note: This is an example of a role that may initially not seem deep enough for a player experience. But I imagine that it could end up being not only a very rewarding "mini-game" but also be somewhat of a tutorial into how to utilize data analytics to improve scouting outcomes. Chief Scout As above Assigning scouts Shortlist management Selection of report cards in scouting centre/recruitment meetings Providing Next opposition report (via scout + performance analyst) Hiring/firing scouts Handles target-requests from DoF/Manager Sets scouting package Request budget changes from DoF/Manager Head Physio ...bit of a stretch but... Makes playing time recommendation for injured and recently injured players Makes training workload recommendations for players Controls injury rehab training and potentially determines when injury rehab is complete Potentially manages individual injury rehab schedule (overlay over main training) to skip or replace training sessions with specific types of physio sessions Decisions over urgent and non-urgent surgeries (maybe various specialists/options, cost etc.) Decisions over injections and virus action Hiring and firing physios and sport scientists Request budget changes from DoF/Manager Player feedback to treatments based on personality, age (with different responses to treatment options based on those things) Sports psychologist job/assignments (effects morale, personality and mental stats (e.g. bravery decrease after injury)) Nutritionist job/assignments (effects morale, physical, food poisoning risk!) ^^^ Maybe the above two don't have to be jobs, but attributes/specialisations of the sports scientist role? Assistant Manager/Technical Director/Loan Manager ...or of course combinations (via secondary job(s)). No specific gameplay additions (other than maybe a few manager interactions), but could be a good way of letting co-op players take over aspect of the career from the manager. Chairperson/director Can or worms. But maybe one day! Summary Most of these gameplay options would hopefully require very little changes to the gameplay mechanism. The main change for most would being able to manually provide input into places like the Scouting Centre, Development Centre, Transfer Centre or even Medical Centre. In my opinion they would add a lot of depth and major features to the game for comparably little development in most cases. Given that this is a thread - I'd love to hear any other suggestions for playable roles, or things that could be added or done differently for the roles above.
  4. Problems: General lack of tactical options Set piece plans disrupted by subs and change of taker Solution: Use same position/role/duty system used in the open-play tactic for set pieces. E.g. Attacking Corner POSITIONS: Segment pitch into areas. Near/far post. 6 yard left/right/centre. Penalty left/right/centre. Outside area left/right/centre. Short. Etc. ROLE: Use role to dictate types of player. Finisher (F1..n), Creator(C1..n), Tall (T1..n), Tall Finisher (TF1..n), General (G). DUTY: (depends on position) Attack near/far/centre, flick/head/pass (area), poach. Example: A corner may be delivered to the far post, to a (T/Head 6YB-Centre) with a couple of (F/Poach) or two in there, who will be waiting the knock-down rather than anticipating the initial cross. Selection The set-piece tactics would not be coupled in any way to the open-play tactic (i.e. not described by position. E.g. "DCR attack far post"). Instead, the roles for each would be Quick-Picked from the 11 players on the field using the same mechanism which governs open-play quick-picks. The players can then be repositioned manually. Quick-pick will also fire on substitution. Note: This is the reason for using role. While it may not affect the players actions, it should help the AI decide which player to assign to each position.
  5. I'd like to be able to run my trial farms without spamming the left mouse button! Areas where I see opportunity for this are: Inbox: Trial confirmation notification Either Confirm all trials by default (they don't need the same treatment as other types of transfers as, in the odd case where you've changed your mind about the trial, you can immediately cancel it with no impact). Add a setting to allow all trials to be accepted by default (through I think this is unnecessary) Director of football: Suggest transfer targets Either: Enable standard multi-select options when highlighting multiple players (including trial options) Add [Offer Trial] to actions panel along side [Get Scout Report] and [Add as Transfer Target] Scout Centre Add unnest [Offer Trial] from [Approach to Sign]
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