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Showing results for tags 'motivating'.
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Has anyone else noticed this? Your team plays well in the 1st half, creates chances and is in control of the game. The opposition team is nowhere to be seen really. On the 2nd half the opposition comes back strong, wins every duel and in general is dominating the game. I do understand this is natural and happens in real life as well but seems to me a bit OP as it happens quite often. Could it be because I created a manager with low motivation thus fails to inspire my players at half time?
I'd be interested to see a feature where you could set individual targets for players, that could work in a similar fashion or even expand on the current "team talk" and "player interaction" options. For instance, setting a target of 20 goals for the season for your striker that would then give motivational, relationship and stats benefits if successful and vice versa. These could be set over 1 / 3 / 6 month periods or a complete season. Other examples could include: - Complete xx number of assists / tackles - Have a pass ratio of xx - Keep xx no. of clean sheets - Don't get more than xx yellow / red cards or disciplinary points - Improve in heading ability - Achieve average form of xx To ramp it up, you could even set really challenging goals with greater rewards for success / failure: - Achieve player of the month - Score a hat-trick - Win player of the year - Break the club goal scoring record I know there are similar options for achieving goal scoring targets / appearance etc when negotiating contracts and bonuses but these are much more specific and offer a greater risk / reward quotient. Ambitious / determined / controversial players could respond very differently to the varying targets given their appropriate stats would give a much more hands-on man management option to players. Any thoughts greatly received.