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Subject: Upcomming Soccer Manager Game
If you were to read the first post, it will be announce on January 15th open beta.
Boczy is right we need to play the game first to understand what changes need to be made...
it's really hard to identify what the game needs, before it comes out...
it's really hard to identify what the game needs, before it comes out...
indeed
let a few players play a beta version for a few months and listen to what they'd love to see changed or altered :)
let a few players play a beta version for a few months and listen to what they'd love to see changed or altered :)
I've got an idea, though it's probably too crazy and unrealistic, but it's bound to be next generation.
A hybrid of Real-Time Strategy (RTS) and Football Management Simulation (FMS).
Create an imaginary world, with thousands of countries. In this world, conflicts are fought out with football matches instead of wars, and the goal of the game is simple: conquer the world.
From your population you recruit football players. Most inhabitants will never make it to your team of course, and if your population is slim you obviously won't find a lot of potential. The bigger your population, the bigger the chance you have of finding talented youths.
You can harvest resources like in any other RTS, but in addition to the ubiquitous wood and stone with which you can build more houses (to increase your population) and facilities (like training academies) which will benefit your players, you can collect other stuff that will strengthen your team. Suitable ground where you will be training your players for example. Performance-enhancing herbs to be used by your players or performance-reducing herbs to be put in the opposing team's tea.
Diplomatic options like forming alliances, opening trade routes, arranging friendlies, and declaring war will be part of the game as well.
Once a war has broken out, a 'real' football match will be arranged between the 2 (or more) warring nations. Like other soccer manager games, you will make a tactic and choose which player to use for the upcoming match. If you win this 'war-match', then basically the same thing will happen when you defeat an opponent's army in other RTS games. You win (some of) their land and/or win some of their resources. In addition, or instead, depending on what the war is about and what is at stake, the losing team's players can be made to lose skills and talent. Or perhaps the winner will be allowed to choose 1 (or more) of the losing team's players and make him one of his own.
I hope this was sort of helpful.
A hybrid of Real-Time Strategy (RTS) and Football Management Simulation (FMS).
Create an imaginary world, with thousands of countries. In this world, conflicts are fought out with football matches instead of wars, and the goal of the game is simple: conquer the world.
From your population you recruit football players. Most inhabitants will never make it to your team of course, and if your population is slim you obviously won't find a lot of potential. The bigger your population, the bigger the chance you have of finding talented youths.
You can harvest resources like in any other RTS, but in addition to the ubiquitous wood and stone with which you can build more houses (to increase your population) and facilities (like training academies) which will benefit your players, you can collect other stuff that will strengthen your team. Suitable ground where you will be training your players for example. Performance-enhancing herbs to be used by your players or performance-reducing herbs to be put in the opposing team's tea.
Diplomatic options like forming alliances, opening trade routes, arranging friendlies, and declaring war will be part of the game as well.
Once a war has broken out, a 'real' football match will be arranged between the 2 (or more) warring nations. Like other soccer manager games, you will make a tactic and choose which player to use for the upcoming match. If you win this 'war-match', then basically the same thing will happen when you defeat an opponent's army in other RTS games. You win (some of) their land and/or win some of their resources. In addition, or instead, depending on what the war is about and what is at stake, the losing team's players can be made to lose skills and talent. Or perhaps the winner will be allowed to choose 1 (or more) of the losing team's players and make him one of his own.
I hope this was sort of helpful.
sounds kinda diplomatic :D....
my idea is that luck could be important to in this games.... for example... a big against a little team would not be a 27-0 victory of the big team... it could be a 3-1 or even a victory of the small.... what do u think?
my idea is that luck could be important to in this games.... for example... a big against a little team would not be a 27-0 victory of the big team... it could be a 3-1 or even a victory of the small.... what do u think?
Quite interesting thing. I personally would tend to take another game then too. Because if you make everything different in the world it is kind of strange to take todays soccer as a way to decide peace. And I guess there would be funnier things possible if you have to develop a visual player anyway. :)
If you make a soccer-simulation (what is kind of boring, because there are sooo many online-soccer-games already), then my suggestions would be:
- Look at many online games to find out what skills you want for players in the game, I personally really like the way all skills can influence the game like in sokker and not having just one skills that matters per position. But if I would make a new game, I would also chose a bit other skills than in sokker (really hard to change this later, but it is easy if you can chose at the beginning):
1. Tackling (take the ball)
2. Dribbling (keep the ball)
3. Control of the ball (receiving Passes, making Headers)
4. Passing (accuracy if playing the ball to a fixed person)
5. Playmaking (accuracy if playing the ball to a person that is running, maybe passes to open spaces)
6. Positioning (placing yourself right where the coach said)
7. Playintelligence (if you want to shoot or pass, if you pass when someone comes near you and you have the ball, who you want to play to and how fast you decide who to play to, if you chose passing or playmaking smartly)
8. Finishing (influences shot accuracy and strength (smaller effect) )
9. Goalkeeper
10. Pace (how fast someone can run)
11. Stamina (influences fitness loss and thus how fast in the game players do get tired)
12. Strength (influences how far ball can fly in passing and playmaking (smaller effect), gives tackling bonus if tackling is from front of person, if you attack person from behind this bonus is not there, gives bonus for Finishing (shot strength) )
13. Agility (influences pace: acceleration, gives dribbling bonus)
14. Form (can be trained as well, influences most of the skills)
Non-trainable skills:
Luck (hidden skill, influences injuries, fouls/cards a bit and all skills a bit)
Fairness (hidden skill, influences fouls and cards)
Talent (hidden skill, influences how fast someone pops in training).
Special Talents: when pulling a player they can have 1 special talent that influences usually 1 skill and always will be added up on the skill. So if someone is a "powerful striker", then he gets bonus on Finishing "strength" that will even get added on the skill if he is maxed out in finishing. So this is the only way to increase skills over the training maximum. Use also funny ones like "casanova" that increases general morale of the player for example. You could also think about adding one positive special talent and one negative to everyone. This ones do not really need to be balanced too much.
Fitness (0-100%, everytime a player does play he loses fitness depending on his time played on pitch and especially if he has lots to do on pitch, he loses fitness also during the game and thus will play worse in minute 80 than in minute 1. This can be lowered with right construction and with stamina training. So if you know football arena, it is like there, so players will be tired after playing two times in same week).
- Invest a lot of time in balancing of skills, if you see some skills are not same worth statistically, you should change the influence they have accordingly until it is balanced. Nothing is worse than not balanced games.
- If you make a game with visual games where you can see how your players play, then make something that is not the same as other soccer-games. For example manga-like would be a possibility. If you really start on programming such a thing keep in mind that on long term there should be a way to also make pictures for every player later on and having their "face" on the player on the pitch. This actually would already be something that does seperate your game from the one others have. But of course lots of programming needed for it.
I could go on and on but I think that is enough for now :P
(edited)
If you make a soccer-simulation (what is kind of boring, because there are sooo many online-soccer-games already), then my suggestions would be:
- Look at many online games to find out what skills you want for players in the game, I personally really like the way all skills can influence the game like in sokker and not having just one skills that matters per position. But if I would make a new game, I would also chose a bit other skills than in sokker (really hard to change this later, but it is easy if you can chose at the beginning):
1. Tackling (take the ball)
2. Dribbling (keep the ball)
3. Control of the ball (receiving Passes, making Headers)
4. Passing (accuracy if playing the ball to a fixed person)
5. Playmaking (accuracy if playing the ball to a person that is running, maybe passes to open spaces)
6. Positioning (placing yourself right where the coach said)
7. Playintelligence (if you want to shoot or pass, if you pass when someone comes near you and you have the ball, who you want to play to and how fast you decide who to play to, if you chose passing or playmaking smartly)
8. Finishing (influences shot accuracy and strength (smaller effect) )
9. Goalkeeper
10. Pace (how fast someone can run)
11. Stamina (influences fitness loss and thus how fast in the game players do get tired)
12. Strength (influences how far ball can fly in passing and playmaking (smaller effect), gives tackling bonus if tackling is from front of person, if you attack person from behind this bonus is not there, gives bonus for Finishing (shot strength) )
13. Agility (influences pace: acceleration, gives dribbling bonus)
14. Form (can be trained as well, influences most of the skills)
Non-trainable skills:
Luck (hidden skill, influences injuries, fouls/cards a bit and all skills a bit)
Fairness (hidden skill, influences fouls and cards)
Talent (hidden skill, influences how fast someone pops in training).
Special Talents: when pulling a player they can have 1 special talent that influences usually 1 skill and always will be added up on the skill. So if someone is a "powerful striker", then he gets bonus on Finishing "strength" that will even get added on the skill if he is maxed out in finishing. So this is the only way to increase skills over the training maximum. Use also funny ones like "casanova" that increases general morale of the player for example. You could also think about adding one positive special talent and one negative to everyone. This ones do not really need to be balanced too much.
Fitness (0-100%, everytime a player does play he loses fitness depending on his time played on pitch and especially if he has lots to do on pitch, he loses fitness also during the game and thus will play worse in minute 80 than in minute 1. This can be lowered with right construction and with stamina training. So if you know football arena, it is like there, so players will be tired after playing two times in same week).
- Invest a lot of time in balancing of skills, if you see some skills are not same worth statistically, you should change the influence they have accordingly until it is balanced. Nothing is worse than not balanced games.
- If you make a game with visual games where you can see how your players play, then make something that is not the same as other soccer-games. For example manga-like would be a possibility. If you really start on programming such a thing keep in mind that on long term there should be a way to also make pictures for every player later on and having their "face" on the player on the pitch. This actually would already be something that does seperate your game from the one others have. But of course lots of programming needed for it.
I could go on and on but I think that is enough for now :P
(edited)
make theirry henry but as a keeper and give him handling ability 99 and pass with hands 99 as attributes
EDIT; or would taht be too similar to real life and you might get sued?
(edited)
EDIT; or would taht be too similar to real life and you might get sued?
(edited)
Ha, nice one Kenyard.
Thanks for the input so far everyone, we are still looking for ideas.
Thanks for the input so far everyone, we are still looking for ideas.
Players should be "the best" in age 25, not like in OS, even younger player (18-20) should be stronger like in real life. In OS the players get strong too late - Messi and CR9 started to be the best of the world in age 21...
for example chasetown a team form non league beated 1-0 port vale a team form 3rd divison in england... here is the page take a look
http://news.bbc.co.uk/sport2/hi/football/fa_cup/7136497.stm
http://news.bbc.co.uk/sport2/hi/football/fa_cup/7136497.stm
mnyeah, I got your point. but this kind of cases are very rare, so I guess it is pretty difficult to use it and still hold the game close to reality. i´m pretty sure that sokker luck factor is pretty close to reality, which does mean also that there are similar situations as you mentioned in sokker too. (f.e. I was really close to win a domestic cup match against a team who played in the highest league in my country, while I was in IV divisjon a lot of time ago. I was in the lead until the minute 89.) and reality Imo is the most important thing for any pc game. but I guess everybody has right to have on own oppinion.
@some mod guy,
sorry for useing inappropriate language. I wasn´t thinking clearely and I will promise not to do it again this year:I
@some mod guy,
sorry for useing inappropriate language. I wasn´t thinking clearely and I will promise not to do it again this year:I
http://www.facebook.com/group.php?gid=224991231729
We recently made a facebook group page for those who are interested in up-to-date information, your support is much appreciated.
We recently made a facebook group page for those who are interested in up-to-date information, your support is much appreciated.
I would like to see something like the old player manager game where not only can you buy the players with the skills you need but you can actually control them in real time or let the computer do it for you against the humans. That way if the team is crap you can let the computer do it or if they are good you can take the controls and try and make the difference. Also I would like it to have voip so you can talk to people rather than just type.