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Found 87 results

  1. It seems like these days clubs very often reach deals with players before negotiating with clubs, but FM requires you to have the selling club accept an offer before you can offer a contract to a player. I suppose in order to better reflect current trends, this should be changed. You can work out preemptive transfer deals that get enacted once the window opens, but not for loan deals. Why is that? That should be allowed. I’ve NEVER been offered a player trade ever (and only ever had one accepted once or twice), and that seems like it should happen more often, especially as I usually play lower league teams. Allow real life methods of clever rule bending. For example, if your non-EU quota is full, make it so you can do those shady deals where you pay a smaller team to sign the player for you and then have the club send the player to you on loan with obligation to buy, etc. In that same vein, real life clubs often sign a player only to ship him back out immediately either as part of a loan deal or otherwise, but I find this hard to replicate in the game as the player will refuse to leave so soon after arriving. It also seems unrealistically difficult to sell players who are currently injured - they're just temporarily hurt, not perpetually damaged goods (unless this is an issue of them failing a medical? Can that happen in the game?). Can we delay deals for less than a week? If I have two deals going on at the same time, a first choice and a backup, but the backup gets confirmed first, it would be nice to be able to delay it for just a few days to see if I grab my first choice, as opposed to getting stuck delaying for a full week. And lastly, and maybe most importantly, I always start my games without the first transfer window, as I find it too unrealistic to add a whole separate set of transfers on top of the current updated squad which reflects that after the previous transfer window already. This way it's as if I took over the day after the window ended the day before the season started, and I have to guide this squad for a bit before I can impose my own vision. That being said, when this option is checked I usually get absolutely NOTHING, not even enough spare change to hire a better Assistant Manger or pay the nominal wages for a Serie B free agent. Is there not way to maintain the integrity of keeping off the first window, but still allow for some funds to pick up some free agents and staff without having to wait til January? That would be realistic, especially considering managers often get to bring in new staff and free agents are often picked up outside of transfer windows anyway.
  2. pamf

    Detailed training

    Hi! i would like the option to controll the training sessions more. For eks. There is 7days until next game, maybe i want to start the week with balanced, switch to attacking on wednesday, train offensive set piece before lunch and defensive set pieces after lunch the day before the game finishing the training week with team play on match day. not the best english, hope you understand
  3. The In-Game Editor is something I enjoy playing with. In each game of Football Manager, just one change can alter everything and although purists might look down on it, it can be a lot of fun to make Messi transfer to Forest Green or for East Stirlingshire to become the richest club in the world and see what happens either whilst you play as someone else or sim. I have some suggestions on new features that can be added to the in-game editor. At the moment if I want Berwick Rangers for instance to become the biggest and richest club in the world I can manually use the in-game editor to increase their reputation and finances, and give them sugar daddy status and then overnight they are on a par with Real Madrid and Barcelona. What would be cool is if you could use the editor to trigger a takeover by a Abrahamovich style tycoon (even choosing the nationality of the tycoon) and to see a series of news messages about a Chinese or American billionaire taking over the club as it comes to fruition. I could imagine similar changes made manually by the player with the in-game editor being presented in an organic way through triggering one of a list of limited events. In the same way I would love to be able to use the in-game editor to choose the stadiums and hosts for the champions league final and the world cup tournament through a similar method. If the player wants to have the champions league final at Turf Moor or the world cup in Scotland with group games at Rugby Park and can use the in-game editor for this, then why not? I think anything that can be editable by the player in the game (without making the game unplayable or taking up too many man hours for what is a nice extra addition rather than a key new feature) should be so. There are already a lot of things you can do with the in-game editor, but the more, the merrier. However much I might like this idea though, I am aware that this might be something that Miles considers outside the ethos of the series (in the same way as playable chairman, or playing as an existing manager is) or it may not be worth the work needed to put it in the game, but I’d thought I’d suggest it anyway.
  4. The number one frustration I have with (the otherwise brilliant) Football Manager is how the only star rating system for player ability/potential is relative and fluctuates. I feel the game needs a star rating that is static and does not become obsolete or updates with the relativity. It is very disheartening to 100% scout a player who has a certain star level, and then they arrive, and the star level is somehow suddenly different, presumably because of a team shift or other unforeseen issue. For example, if a player leaves/joins, and suddenly other players appear to become better/worse relative to the new team average used to calculate this, it can throw off my whole plan, and suddenly all my scouting reports are useless as they based their ratings on that old team stature. During the transition between seasons this is especially difficult to read: Did a player get better, or do they just seem better cos a better player left and the average dipped? Did a player age and get worse, or are they just dipping in form over break, or did the better player I sign just make them seem worse off comparatively? Does my transfer target now seem better/worse because THEY changed, or WE changed? Etc. To conclude, if I could get one thing changed it would be to have a separate sort of general, maybe league average-based rating, or have those snapshot relative ratings in reports evolve in real time somehow (if what was a 3 star rating when the report was filed last week is now a 2.5, have that reflected retroactively in our records to keep time with the changing levels of the squad). It drives me insane trying to sort out the quality I’m dealing with to make transfer plans, even when I have staff with 20/20 judging ability, and I shouldn’t have to re-scout a player every time my roster is altered, nor should a player arrive with a different rating than the 20/20 scouts with 100% knowledge of him reported.
  5. I would like in the new game to be possible to make the training of a national team even for a few days, also I want the personnal staf of national teams play bigger role in the improvement of national team...
  6. This may have been covered already, but a couple of things I've picked up while editing databases in FM16 (I'm one of those editor nerds!) 1) Clubs to have multiple assistant managers. I've found that a lot of coaches are co-assistants, rather than First-Team Coaches. I know there is a capacity at some clubs to have more than one, but is it possible to have some more flexibility and realism in how many assistants each club has? - On a side note, let's add club doctors and kitmen to our staffing to make it more realistic. 2) MLS is ever expanding, and it is mighty difficult to programme the game to expand along with reality. Could there be a feature that allows expansion settings to be managed easily, either in MLS or any other league? Football is bonkers, so who knows what might happen. Appreciate any comments or thoughts about this too Bring on FM17! Sam
  7. Gangor

    Female leagues

    I brought this up in the old suggestions thread, but I'd like to put it forward again here. Women's football is starting to get more coverage in the media and indeed is quite a big deal in its own right in the States. Fran Kirby was even featured in #WeAreTheManagers. It's time that female leagues were included in FM, or at the very least put the facility into the editor so the community can add them. I believe there's already a gender flag for people (we can already get female staff), so it would just require a matching flag for competitions and for teams. Given the fairly saturated nature of the traditional market for FM, this would be a unique way to expand it's appeal in particular across the pond.
  8. At the beginning of every season, or any other time that I had a lot of turnover or tactical change, I would set team training to focus on tactics, assuming this would help them gel within the system. However, I recently read that doing this doesn't actually improve your squad's familiarity with your formation or instructions, but simply grows their attributes dealing with such (decisions, team work, etc.), essentially creating another middle step between your actions and the end result. It would be nice if FM could add some sort of training that actually directly influences your club's immediate tactical familiarity, just like coaches will have players use a particular formation or instruction in practice scrimmages behind closed doors. I know you can improve these things through implementing your changes in friendlies, but if I switch from a 3-5-2 to a 4-3-3 and sign 5 players, for example, I don't want to waste time training their general inclinations when I should be able to give them specific experience with the details of our system before they ever step on the pitch at all.
  9. Whether it is through the FM Editor or something else, I would love SI to open the game up more for modding the actual game engine, ranging from things like how the scouting and attribute discovery process works, transfers, the AI, potential ability, etc. I know it's a stretch to open up the game to customization that much, but maybe there is a middle ground to that SI can leverage the community a bit more to fix certain issues that consistently come up. What do you think?
  10. This is the silliest and least important suggestion of all, but I really prefer seeing the little shirts on the little pitch in tactic view over those bulky, awkward, rectangles. We all love messing around with formations and the shirts represent the players, but the current shapes seem cold and disconnected. Purely emotional, but at the very least giving us the option to choose the type of view would be appreciated!
  11. Back in the day (through FM11, I think?) England, Scotland, Wales and N. Ireland would call up naturalized players. I once had Nacho Novo captaining Scotland. By FM14, they had changed it to reflect the real world, and only players who qualify for those nations before they turn 18 can be called up. (This is a part of the Home Nations agreement; FIFA doesn't care.) BUT, as near as I can tell, SI did not make this editable in the database. If you'd like to set up your game so that naturalized players can be called up, can you set that in the database these days? If not, it would make a great addition to the editor.
  12. Is there any way on FMT on iPad to see a players injury history? I scout a player, the report tells me he may have problems with injuries. However, there doesn't seem to be a way to look back at what injuries he is picking up like on the full version. I guess this is done to minimise the space/size of the save file but for me it is an important piece of info that is missing.
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