Absolutely agree.
That said, the average person will still try and sell whatever they can to bring in a little cash for their team, so my original thinking is still valid.
Personally, anything under 50% ave qual is fired immediately. Same goes for any player under 200 OR. If they have between 200 - 230 OR i will look at their Qual and see how they stand.
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And what about giving back 5% of the amount of a transfert of a player you pulled from SA (and you sell after)
For instance :
Player X was pulled from your SA. You sell it 1M.
Days/weeks/monthes after, he is sold again, but 10M. Why wouldn't you obtained some % on this trade as its original club ? (until the player is 21 yo)
It is a system i am playing with in soccer games, but could be put in place for hockey too.
It could help smaller teams, avoid day trading (because those 5% are taken from the total amount of transaction plus taxes), allow a country to keep good players and still train them (if a team as more than 40 good players, you're speaking about training penalties, that should help)
For instance :
Player X was pulled from your SA. You sell it 1M.
Days/weeks/monthes after, he is sold again, but 10M. Why wouldn't you obtained some % on this trade as its original club ? (until the player is 21 yo)
It is a system i am playing with in soccer games, but could be put in place for hockey too.
It could help smaller teams, avoid day trading (because those 5% are taken from the total amount of transaction plus taxes), allow a country to keep good players and still train them (if a team as more than 40 good players, you're speaking about training penalties, that should help)
Hmmm... my barrel of fun here is mixing and matching up players for each game. I dislike getting fined for over 40 players on the roster, but have learned to live with it. A training hit on top of that would further suck the fun out of the way I play.
I don`t have time to analyze the market, so I always put each player for 10k price and if I do not sell him so I fire him... Not every people have time for that, so they could know how much the player is worth on the market. As well as I don`t even take most of the suggested players from SA, but I still can`t sell them normally as I have to pay 20% for taxes...
So just make few new rules:
1) user can train just 35 players changing list of who will train each week.
2) home players do not receive tax penalties
3) if home player who is sold will be sold earlier then 100 days after he was bought so user will pay extra 5% for previous team.
4) if team sells more then 10 players (exp. 30days) those are not from his SA, so own players will be taxed in the same rate too.
So just make few new rules:
1) user can train just 35 players changing list of who will train each week.
2) home players do not receive tax penalties
3) if home player who is sold will be sold earlier then 100 days after he was bought so user will pay extra 5% for previous team.
4) if team sells more then 10 players (exp. 30days) those are not from his SA, so own players will be taxed in the same rate too.
The vast majority of players on the market ARE home players from the SA, so your idea has a major flaw there.
The best fix is this... take the time to analyse the market. You'll find your team will be fast stronger with a bit of research.
Or, do what I do and go the quick route.
Fire these guys immediately:
Ave Qual under 55%
OR less than your teams average OR minus 20% (that varies team to team)
Sell these guys:
Ave Qual between 56% - 70%
OR in the mid range of your teams average OR
Keep these guys with mind to sell or play in the future:
Ave Qual higher than 70%
OR higher than the top 20% of your teams average OR
Regarding the teams average OR... my team has an average of around 250 - 270 OR (approx), so anything less than 220 i fire immediately. Anything between 220 and 270 i will usually sell, depending on their qualities. Anything over 270 will usually be in the future plans to sell or play depending on their qualities and atty balance.
But.. like everything in life, the more time you give it the more it will give back. The excuse of not having time to analyze the market doesn't fly IMHO.
The best fix is this... take the time to analyse the market. You'll find your team will be fast stronger with a bit of research.
Or, do what I do and go the quick route.
Fire these guys immediately:
Ave Qual under 55%
OR less than your teams average OR minus 20% (that varies team to team)
Sell these guys:
Ave Qual between 56% - 70%
OR in the mid range of your teams average OR
Keep these guys with mind to sell or play in the future:
Ave Qual higher than 70%
OR higher than the top 20% of your teams average OR
Regarding the teams average OR... my team has an average of around 250 - 270 OR (approx), so anything less than 220 i fire immediately. Anything between 220 and 270 i will usually sell, depending on their qualities. Anything over 270 will usually be in the future plans to sell or play depending on their qualities and atty balance.
But.. like everything in life, the more time you give it the more it will give back. The excuse of not having time to analyze the market doesn't fly IMHO.
Oh that's a great idea!! While the number to start the penalty could be better, imo, the concept is excellent. It makes a lot of sense too simply by overusing staff and facilities.
I still think the tax on players should keep increasing right up to 100% too tho.
I still think the tax on players should keep increasing right up to 100% too tho.
Yep, a higher tax would be a GREAT idea... stop those idiot day traders from screwing the market prices up.
please, mark all as read in the forums so I can clear my 800+ transfer messages that I will never read.
I'v been thinking about the game engine and for me it would be real great if the live coverage would be much more visual.
It should not take _that_ much coding to implement a real simple "highlight reel" of game events. Naturally it would require some effort but I think it would _really_ improve the quality of the game a lot even if the highlights are simple.
I mean just a simple animation. How cool would that be?
Best Regards,
Repomies
It should not take _that_ much coding to implement a real simple "highlight reel" of game events. Naturally it would require some effort but I think it would _really_ improve the quality of the game a lot even if the highlights are simple.
I mean just a simple animation. How cool would that be?
Best Regards,
Repomies
meaning what exactly ? we have such a system on the scoreboard, or do you mean something else ?
I guess he means something else, like actually seeing on the ice rink the pok moving side to side until it ends in the back of the net. I also think it would be a big improvment, because nowadays it should a minimum to be able to visualize such things. Again, a soccer manager game i'm playing use this system as match viewer and even if its not perfect it is more than a plus (sokker.org)
Meaning a real simple 2d view of the hockey ring or soccer field with the players visible (could be as simple as dots on the ring moving around) and showing how the puck / ball moves around and how the highlighted play actually goes.
**googling for examples **
The idea to this came from the old-old '80s football manager game for c64 - here is a youtube-link: www.youtube.com/watch?v=E...
**googling for examples **
The idea to this came from the old-old '80s football manager game for c64 - here is a youtube-link: www.youtube.com/watch?v=E...
we have been thinking about this and we even had something done by a very active manager. It showed players moving around the ice with the puck. The problem was that it did not recognize offsides and icings and also wasn't able to match the live play-by-play commentary. We decided to drop this idea at least for now.
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