Popider

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  1. So there's the game mode where you play 'challenges' isn't there? Like "you can't win everything with kids" where you play as a team with some extra good young players. (I don't know, I've barely looked at these). Maybe the OP is getting at another "scenario" or "challenge", called "star player" for example, where you start with an extra regen in your team and you (the manager) basically have to take him under your wing - his success / failure as a footballer hinges on how you see him develop, see him tutored, etc. But for that kind of scenario to work or be differentiated, it'd need all the aspects of player development to be hyper-sensitive so that this player's development wasn't inevitable but conditional on you managing him well. Also, I'm guessing this player would have to have a far more complicated personality than that of every other player in the game, just to make this scenario suitably interactive. Is that what you had in mind?
  2. I've played Europa Universalis to death. It was fantastic, but won't play as big a part in my life as FM. I'm looking forward to the new city builder that's on the horizon, Cities: Skylines. The mainstream equivalents of which are Rome 2 Total War and the latest Simcity. Easier to learn, much much less immersive. Yup, roughly the point I'm making. Agreed!
  3. For me the appeal of the game is that I feel like I'm building something. Spending a lot of time on a squad, surpassing expectations and looking back thinking "I did that." My favourite two aspects are squad building and nurturing youth. I feel like the rest is the foundation making it more enjoyable, challenging and interactive every year. There aren't really many good mainstream strategy games these days (that I have found). A lot have become horribly simplistic so that they are palatable to the wider audience rather than hardcore gamers (I categorise Rome 2 Total War like this for example, compared with previous editions). I reckon FM appeals to both.
  4. Eugene Tyson: I made a similar point after last season's TV advert - got some pretty good ideas in the discussion! http://community.sigames.com/showthread.php/377394-Football-Manager-Advertising-competition?highlight=popider
  5. After a discussion on another thread, I'd like to see reduced instantaneous visibility of a player's stats/abilities. As soon as a player turns up at your club on trial, we seem to know each of his attributes to within 5% of their real value (i.e. an integer between 1 - 20). IRL would any manager, scout or supporter be able to gauge someone that quickly, or that well? Maybe there should be a period of uncertainty about a player's attributes - for example: Player X joins on trial. You have a rough idea that he can pick out a pass, so his passing is between 14-18. Creativity? 12-15. Quickness? We can garner that pretty quickly, surely?! Let's do some sprinting sessions. An alternative, as posed by RonnyDonny, is: Either way, we don't have this unrealistic situation where a scout, a coach or the manager himself sees someone and instantly quantifies all of his abilities.
  6. Fair enough. Then my "wish" becomes more competition from clubs outwith my selected leagues
  7. Good idea. I'm sticking an amalgamation of our ideas/discussion on the wishlist. Probably already been raised, but...
  8. You're right that the first snapshot of PA star rating will be inaccurate, but his attributes give away A LOT. Is that not important? I imagine the hidden stats like adaptability play a part as well. I've had plenty of players who don't play well in the 1st season (never mind in a 4-week trial) but then become mainstays.
  9. More competition in the transfer market in later years please - I've started as Rangers and have managed to create a world class squad by 2020. How? Because it's so easy to improve my team with out-of-contract players who drop off the radar and get released from their clubs. If even the most mediocre premiership player ended up free from contract at the end of the season, there'd be dozens of suitors. As it is, I'm just scooping them up without any problems on January pre-contracts. That kind of transfer market 'victory' should be the exception rather than the rule with my 4 or 5 player-per-season free signings. (Is this because my only 'active leagues' are Scottish ones, where I'm the biggest club? Would it be different if I activated the English / Spanish leagues beyond view-only?)
  10. I think that there should be a better way of getting feedback on your tactics. Currently, you get vague statements about "too much space between our defence and midfield" or "we aren't crossing well today" from our assistant. Instead of problems, give me solutions! Maybe when I "meet my backroom staff" we could have a tactical discussion. "Ok chaps, let's discuss how we've been playing with our 4-3-3 formation this year" - followed by a number of inputs, e.g. - We struggle to win back possession, have you considered a ball-winning midfielder? or playing with a DM? - We struggle to retain possession - we need players with better passing, composure, or to stop playing direct football - There is too much gap between our attack and midfield at times, perhaps we should have the "Adv Fwd" play as a "deep lying striker" etc etc - I just want tangible solutions, so I can "learn" more about my tactics. Instead I just get problems chucked at me and I have to figure out myself how to fix them without unbalancing everything. Of course 'guess-check-and-improve' is very tough when you make a change and it decreases your team's tactical familiarity.
  11. Good work, you've just raised awareness of this auction among the main forum of potential competitive bidders you'll find on the internet... ... Are you the seller?!
  12. There is actually one point from the OP that has some mileage there - as soon as a player joins on trial, on FM we know each of his attributes to within 5% of their real value (i.e. an integer between 1 - 20). IRL would any manager, scout or supporter be able to gauge someone that quickly, or that well? Maybe - and I can't think of the perfect way to implement this - there should be a period of uncertainty about a player's attributes - for example: Player X joins on trial. You have a rough idea that he can pick out a pass, so his passing is between 14-18. Creativity? 12-15. Quickness? We can garner that pretty quickly, surely?! Let's do some sprinting sessions.
  13. I'd like to see players showing awareness that their contract is coming to an end, with effects such as "Determined to win a new contract" or "nervous about the uncertainty of the future".
  14. I'd like to be able to have my scouts "follow" a player from another club so that his attribute history becomes visible and I can see how he's improving both before and after I sign him. Also, am I correct in saying when you have a player on loan for 12 months and then sign him at the end, he has to "settle in" to the team from square 1? If so, I'd like to see this fixed. "Player X is glad to be staying on" rather than "Glad to have signed for Club X".
  15. This has happened to me in one of my saves (I'd been doing a bit of editing myself). It has a start date but simply never got going. I've also seen a couple of instances (if you look through the Editor's Hideaway part of the forum). Not sure what the cause is or how to fix it, just saying it sounds like it's not an isolated incident!