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roverspaul1

2019 2020

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I have been playing Championship Manager since it launched. I have had most of the FM updates too. This is just a little thread with my suggestions for improving the game experience:

-Use the Fifa style of contract negotiations where you can see the player and their agent.

-Don't be so black and white with buying and loaning...players will move clubs and do so for less money at times.

-Bring some fun into it as it is NOT real! E.g. players being caught out drinking and the tabloid side of it all! 

-Be able to have a better 2 player experience on one computer. E.g. One plays as the Assistant Manger and one as the manager.

-Make scouting and attending trials worthwhile! 

- VAR should be introduced

- Ability to go and watch other games from the stands on scouting (but make it worthwhile)

- Much more communication between the chairman and the manager

- A reason to not go on holiday...quick jump between games!

-LIVE connection between the game engine and real life events. This is not as tricky as it sounds. A basic example would be players moving clubs in real time to reflect what is happening in real life (internet connection). More in depth would involve players form being linked to actual real events!

-Players to be a flop! Yes, thats right! Big name signings that do nothing. E.g. Shevchenko to Chelsea, Torres and Grabbi at Blackburn. On the other hand, average players having a run of form and doing well (their stats going up and down significantly to reflect real life).

-As with last point...Morale and confidence to mean something. Poor morale and confidence should dramatically effect composure, teamwork, concentration etc....stats should be fluid and always changing. Player impresses in training and manager fights his corner then he should get better stats!

 

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All ideas and suggestions for future FMs should go here.

As for feedback regarding some of your suggestions:

26 minutes ago, roverspaul1 said:

Bring some fun into it as it is NOT real! E.g. players being caught out drinking and the tabloid side of it all! 

Some controversial newgen players can be spotted outside a nightclub, but that's about it... and that's how it should be. I would say that SI perhaps won't want to risk the wrath of FIFPro by putting too many negative stories in the game.

26 minutes ago, roverspaul1 said:

LIVE connection between the game engine and real life events. This is not as tricky as it sounds. A basic example would be players moving clubs in real time to reflect what is happening in real life (internet connection). More in depth would involve players form being linked to actual real events!

I don't see how this is workable. Once you click 'Continue' on a save game for the first time, any similarities between the in-game universe and real-life football go out the window. Anything goes from then on, and that's what makes FM so magnificent, and every save game so unique. Just because Mohamed Salah is the flavour of the month in reality doesn't necessarily mean he should be in FM.

Let's say your idea is implemented into FM. What would happen if Harry Maguire joined Man Utd in real life, but in your save game, he was a 34-year-old League One has-been who'd just broken his leg?

26 minutes ago, roverspaul1 said:

Players to be a flop! Yes, thats right! Big name signings that do nothing. E.g. Shevchenko to Chelsea, Torres and Grabbi at Blackburn. On the other hand, average players having a run of form and doing well (their stats going up and down significantly to reflect real life).

This happens all the time in FM already. (Also, you could've worded your examples differently. I don't remember Fernando Torres playing for Blackburn. ;)) Likewise, it is possible for average journeymen to play better than their attributes ('Heading', 'Tackling', etc are called attributes - stats are 'Goals', 'Assists', etc) suggest.

See above regarding the differences between FM and real-life football.

26 minutes ago, roverspaul1 said:

As with last point...Morale and confidence to mean something. Poor morale and confidence should dramatically effect composure, teamwork, concentration etc....stats should be fluid and always changing. Player impresses in training and manager fights his corner then he should get better stats!

Again, this already happens. Players have good and bad patches, and morale can have a large effect on performances. It's not as if attributes are the be-all and end-all when it comes to deciding the outcome of matches.

Edited by CFuller

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Of all the suggestions the ones I totally agree with are:

a) introduction of VAR (in those competitions where it is being used in real life, this must be added)

b) more communication between Chairman and Manager (depending on the type of Chairman as well). For example, in Italy, Chairmen historically tended to be highly hands on and therefore more likely to interact with their managers often, however one also cannot generalise and apply this to all. Again taking Serie A by way of an example, De Laurentis (Napoli), Zamparini (Palermo) and Berlusconi (ex Milan) are highly hand on with always on opinion on how the team should play, which players should get regular football etc. Other such as the current chairmen at Juventus, Roma, Inter etc seem more in the background with communication with the Manager delegated to the General Manager or Director of Football etc. The reason for this distinction in approach is that the first batch own the club and they bought it for their passion for football (among other reasons) wheres the second batch of examples are a listed company, or owned by foreign individuals living in foreign countires most of their time. So in a nutshell, some Chairmen might communicate only very formally and in rare and special occassions (appointment at club, start of season, end of season) whereas others may be much more communicative and possibly also more intrusive.

 

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