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I would love a feature where you could put money into a bank so you could save money and build interest. It would make it easier to save money for building stuff.
These manager games are structured in such a way that the faster you "max out," the sooner you're probably gonna lose interest and/or stop paying for pro features and/or quit.
So while it'd be nice to be able to build interest and upgrade things faster, I doubt the powers that be will want to institute it.
So while it'd be nice to be able to build interest and upgrade things faster, I doubt the powers that be will want to institute it.
Regarding the draft:
I'd love to see the "hidden gem" system tweaked in such a way that rewards investing in your scouting and HR Dept.
There could be a %chance of finding these hidden gems DURING THE SCOUTING PHASE (prior to the draft taking place). The %chance would increase as your HR Dept. and scouting proficiency increases.
Example:
- The %chance increases 5% for each level of the HR Department (5% chance at Level 1 HR, 50% chance at level 10 HR, and 75% chance at level 15 HR Department).
So there is still some statistical variability in the model. Someone with a Level 10 HR Dept. might find a hidden gem with their 50% chance, while someone with a level 15 HR Dept. might miss them (despite having a higher chance). I view this as very realistic... and it would create much more dynamic drafts.
This makes it so teams who have invested in facilities can actually benefit during the drafts, as it increases the likelihood of getting a player that isn't a complete throwaway (which 95% of the draftable players tend to be).
I'd love to see the "hidden gem" system tweaked in such a way that rewards investing in your scouting and HR Dept.
There could be a %chance of finding these hidden gems DURING THE SCOUTING PHASE (prior to the draft taking place). The %chance would increase as your HR Dept. and scouting proficiency increases.
Example:
- The %chance increases 5% for each level of the HR Department (5% chance at Level 1 HR, 50% chance at level 10 HR, and 75% chance at level 15 HR Department).
So there is still some statistical variability in the model. Someone with a Level 10 HR Dept. might find a hidden gem with their 50% chance, while someone with a level 15 HR Dept. might miss them (despite having a higher chance). I view this as very realistic... and it would create much more dynamic drafts.
This makes it so teams who have invested in facilities can actually benefit during the drafts, as it increases the likelihood of getting a player that isn't a complete throwaway (which 95% of the draftable players tend to be).
I totally agree with you Captain97G...like a deposit system of sorts, where you deposit a certain amount of money and each week get a certain percentage of interest paid to you by the bank.
Posted this in the wrong thread last week, didn't notice until now:
I wish we had an option to play third string or the 2nd substitute players, and also a team page where you could look at what the "rating" would be for each of your players in their roles without having to go to the game summaries or play challenges( although this second one is a bit more of a convenience thing for me).
One more thing would be the ability to change tactics like offensive alignment or aggression: based on number of fouls, or certain positions reaching a certain amount of fouls.
I wish we had an option to play third string or the 2nd substitute players, and also a team page where you could look at what the "rating" would be for each of your players in their roles without having to go to the game summaries or play challenges( although this second one is a bit more of a convenience thing for me).
One more thing would be the ability to change tactics like offensive alignment or aggression: based on number of fouls, or certain positions reaching a certain amount of fouls.
It would be helpful to know how much experience gains are for each player. We get to see how much a players attribute total changes each day, how tired he is after a game, chemistry gains........but no way to determine how much experience is gained in different situations. Since experience has such a great influence on the games, etc.......it would be nice to see how much a National team game vs. a Regular season game vs a Friendly game affects his experience gains. The guide shows exactly how much energy is lost on each level of game importance.....why not show what experience is gained for each player? It is another important tool that all managers could use and benefit their respective roster builds.
Yeah, I mean it seems like one could do it. Say, by only playing a certain player on friendlies on the same level of importance. Once it climbs a point, distribute the experience over the number of games and you have a reasonable answer. But still, it's a bit tedious!
I'm pretty sure experience is earned per minute spent playing more so than by game, so that's another factor to take into consideration.
So that would mean that the players on your pp and pk should gain some minor exp. just by the additional ice time.....very interesting and helpful......
Experience gain is dependent on a lot of things including game time, game importance, and I have seen it go up with new players who have never played even in friendlies, so there must also be some gain from just being on the team for a number of days.
I made the following observations regarding gains by studying the careers of my top 14 players over 10 years. It is a small sample, so the numbers may be somewhat suspect.
Nonetheless, here they are:
Minimum gain was 1 point for each 21.9 days in team.
Maximum gain was 1 point for each 13.5 days in team.
Average gain was 1 point for each 16.4 days in team.
These players started in-league play at various ages, for varying ice times, at varying game importance, and will have played a varying number of friendly games at varying ORs .
Hope these numbers will give you some range as to the gains you may expect for an "average" player.
I made the following observations regarding gains by studying the careers of my top 14 players over 10 years. It is a small sample, so the numbers may be somewhat suspect.
Nonetheless, here they are:
Minimum gain was 1 point for each 21.9 days in team.
Maximum gain was 1 point for each 13.5 days in team.
Average gain was 1 point for each 16.4 days in team.
These players started in-league play at various ages, for varying ice times, at varying game importance, and will have played a varying number of friendly games at varying ORs .
Hope these numbers will give you some range as to the gains you may expect for an "average" player.
Very nice, Bobby! Thanks for this. I'm really going to implement watching experience gains for a player who just turned 16. I had him all last season (he was an incoming draftee) and didn't play him in anything, foolishly. He still has zero experience. I'm starting off playing him in some friendlies, and occasionally he'll get in to some league games. We'll see!
Our game should join the efforts and free the PRO package for a month for everybody. Maybe that way we would bring back the momentum to this wonderful game.
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