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Everything posted by fdawsoniv

  1. I haven't run into the first problem, so can't help there. I haven't seen or read about any difference between the tutoring options. There must be some (or why would they be there) but apparently they're negligible at best.
  2. Thanks! If you change currency, does it convert the figures or just change the units?
  3. I can set player X to man marking. I can target my opponent's player Y with OIs. But how do I set player X to mark player Y? Is it possible to set individual training levels without having to set up a schedule for each player? In other words, can I set up a generic striker schedule then tailor each player just a little off that base? If I want to, say, have my striker drop a little deeper, am I better off overriding his mentality or changing his role? I want to be able to rotate players into the same role and use shouts, but don't always want to change all the settings that changing a playe
  4. Kenco, you and minisav are right on about the length of the challenge. I do see that as the major hinderance, as it would require quite a lengthy game save to pull off. Any ideas on how I could make it more managable while retaining the intent and uniqueness of the challenge? Also, as far as ideas going bad, my impression is that there there is only a small percentage of the CSE crowd that visits this thread unless their trying to sell an idea. So the feedback from here may not reflect how well the idea may go over on the full board.
  5. I've seen managers used before, but I'm not sure I've seen it done quite that way. What I mean is, the sign-up was focused on creating a team and the user would just make up their manager to go with it. I don't know that I've seen one where creating a manager was the purpose. To be honest, though, isn't that what the game itself is about? Personally, I would not have any interest in watching the progress of an AI version of myself. There have been plenty of "national team dictator" or "super player laboratory" type ideas. BUT, yours has a very, very interesting twist. Like a combination of th
  6. Hmm . . . bit disappointing that both my ideas went over like a sack of potatoes. Ah, well.
  7. I had an idea for a challenge that seems as if it would have been done before, so I must ask . . . has there ever been a master challenge? One that sought to prove that you could find success managing in any situation? Here are the winning conditions I had in mind: 1)Win a league title on every continent-forcing players to adapt to different football cultures and climates. 2)At least one of these titles must be a lower league (any second division or lower)-forcing players to succeed with less talent and resources. 3)Win a continental title with any club (e.g. the Champions League)-forcing
  8. My only reaction to that is that it requires the participants to have high level pre-existing knowledge in order to name a proper manager under your rules.
  9. Pretty much. I thought giving everyone a standard 4-4-2 would make things even. I was going to have the QB be the attacking MC, RBs as ST, WRs as the wingers, and TE as more defensive mid. Then for the defense, I would just pick the four best players and they'd be rated as a unit. What are the challenges you see, PluckaDuck in sustaining it? Lack of ways for people to participate? I'm sure there are things I haven't considered. EDIT: On the draft-I'm not sure whether I'll do one, since the colleges aren't in the game and I'm certainly not going to make them. I don't know how they set it up f
  10. I have the beginnings of an idea for FM10, but I'm not exactly sure how best to do it. I think I might make it a sign-up. I want to run the idea here first to see if there's any point in going through the work, as there would be a fair amount of research and editing to make it right. My idea is to turn the National Football League into the National Futbol League. The Green Bay Packers, Dallas Cowboys, and Pittsburgh Steelers drop America's game and pick up the world's game. Peyton Manning, Tom Brady, and Brett Favre trade their helmets for shin guards. I would first need to set up all the te
  11. Grohyt, it's easy to tell. If there's a check mark by the slider on the individual's settings, then that slider is overriding the team's. The only exceptions are the most extreme team mentality settings (first and last positions on the slider), which will override individual settings. If I remember right, I believe those positional presets pretty much use all individual settings.
  12. That's a bit of a tough nut to crack. How in depth do you want to get into it? The concept of free attributes relates to how the game calculates a player's Current Ability. CA is something you can only see using a third party scouting resource. The default game will never tell you. Anyway, a max current ability does not require every individual attribute to be maxed out. Rather, only the ones that are relavent to the player's position. So, if there are 20 attributes, current ability may only factor in 17 of them. This means that, in the other three attributes, the player could be anywhere fr
  13. NLmichiej- Doesn't matter. Zonal vs. man will only change who does the marking. The OI says "tight mark player X." If you're on man, then whoever on your team plays against him naturally based on pitch position will always tight mark him wherever he goes. If you're on zonal, then someone will always be on him, but your players will switch off if he moves into another zone. Man is more straightforward but if you're marking a really mobile and versatile player could lead to him pulling your player out of position.
  14. Does anyone else think there would be interest in the default tactics experiment?
  15. Has there ever been an experiment to compare the strengths of the game's default tactics? For example, all EPL teams and players set to be equal, each one set to use one of the game's default tactics and see if a particular one is more successful in the ME?
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