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Subject: Win A Year Of Plus - 3 Day Contest - Seekings Ideas

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2012-06-14 21:51:23
Greetings,

Over the past few months myself and a few selective others decided to take on a huge endeavor of creating a innovative football manager game. Since than, we have been working hard on brainstorming and creating several features that would lighten-up and bring a new meaning to this niche. Today, I am requesting ideas for three specific categories that will help us continue our journey:

Dashboard:

We know gamers don't like "buy to win" based games and we have directed our game away from that. Although it isn't anything "innovative" of having a "Plus" system in which users can subscribe to and have a "enhance" visual experience yet no actual in-game advantage. We want to to build a "Dashboard" system which will work along the "Plus" system and create tools and other wide of features than just the ability of viewing historical stats or visual enhancements.

Training System:

There are many methods that have been thought upon in creating a real-based training method but as mention we do not want something "generic". We want to take that extra step in creating something innovative and allow users to customize as many possibilities and have a system that will really make you believe you can control your players and see deep into their development.

Tactics/Formation:

We want to allow managers to have a system in which they are allow to completely customize the way the players will function in the field and also allow completely custom formation and a wide variety of tactics and set pieces.


As mention, we have a lot of information "up in the air" and the opportunity to interact and discuss some ideas that we haven't completely design yet will allow us to go that extra mile in order to really create something many gamers will consider "next-generation" and "innovative". We do thank everyone that will help us and we do have one request and is that you really try to be as much specific as possible when detailing these three features and take advantage of wire-frame and other tools to share your ideas.

A minimum of 10 entries is require in order to award someone.
2012-06-15 03:32:17
Is it going to have a match viewer?, like sokker or ultimate manager?. If so, then im willing to throw in some ideas.
2012-06-15 04:41:17
A visual simulator would take a couple of months to develop and it's something that has been discuss but we do not plan on featuring during the beta phase. However, it is likely that for the launch of the game we can accomplish a visual match engine that will allow us to expand on. For the time being we support a text-based simulator but with visual features as well.

Just to clarify, we are only seeking suggestions/feedback on the 3 mention categories which are:

Dashboard - Formation/Tactics - Training System
(edited)
2012-06-15 08:43:34
Well, if you want to make a half-successful football (soccer) online manager game, a match viewer is a must. Hattrick is successful because it was the first game of this type (or at least the most famous one in the beginning back in 1997), and besides, most of the users there arent in the game for the tactics or the football aspect, but for the community aspect/feeling. I bet if you make hattrick tactical and more football-like, most people (in hattrick) would just leave. I would say Sokker, UM, ManagerZone and Manager-Mania with their match viewers are more realistic and closer to what football is all about, although Sokker and UM are far superior than the other two. But a match viewer is mandatory, otherwise people would just keep playing the other 20+ football manager games there are already in existance.

Now, about some ideas:

TRAINING AND SKILLS SYSTEM:

1) SKILLS:

Playing Skills:
Experience: Same as UM, the higher the value, the better the player performs in the field, but its gained VERY slow by playing many games during the years.
Stamina: Same as Sk and UM.

The following, are the important skills, I think 10 of them is enough, making more skills makes it annoying and provides headaches to the person:
Keeping: The higher the value, the bigger his blocking range.
Keeping reaction: The higher the value, the faster he starts moving to block a shot. (Running Speed should not be connected with this).
Defending: (Same as Sk and UM)
Running Speed: (Same as Sk and UM)
Technique: (Same as Sk and UM)
Intelligence: (Same as Playmaking in both Sk and UM)
Short passes: The higher the value, better his accurate and pass speed/power in making short passes.
Long passes: The higher the value, better his accurate and pass speed/power in making long passes.
Heading: (Same as UM), it affects the probability of winning an air play/ball. So its useful for defenders and for attackers as well. Also, in this game you are trying to make, the higher the skill value, the more accurate and stronger his heading towards the goal.
Shooting: (Same as Sk and UM).

-So, a Goalkeeper: would need mostly keeping and keeping reaction (and maybe long passing).
-A Defender:
If its a central defender, mostly defending, running speed and heading.
If its a wing defender, mostly defending, running speed and short/long passing.
-A Midfielder:
If its a defensive midfielder, mostly defending, intelligence, short/long passing and maybe technique too.
If its an offensive midfielder, mostly shooting, intelligence, short/long passing and maybe technique too.
If its a wing midfielder, mostly running speed, short/long passing, technique and maybe intelligence too.
-An Attacker:
If its a central attacker, mostly shooting, technique, running speed and maybe heading too.
If its a wing attacker, mostly shooting, technique, short/long passing and maybe running speed too.

Note, im not saying that players should have an specific position (Central Def, Wing Def, Defensive Mid, Offensive Mid, Wing Mid, Central Att, Wing Att) as skills, im just saying that these are the important skills for players playing in those specific tactical orders.

Player characteristics: Physical characteristics (specifically his height), all players will either be small or medium or tall in height.
Tall: runs just a bit slower, but has the advantage in jumping to win a heading. (In case of goalkeepers, it helps increase just a tiny bit his keeping range).
Medium: balanced.
Small: runs just a bit faster, but has disadvantage in jumping to win a heading. (In case of goalkeepers, it lowers just a tiny bit his keeping range).

Player special traits: Special traits a player can have. Not all players will have these, but just a small percentage (maybe 5% or 10% of all players can have one trait only, so its a rare thing).
Leader: makes players around him, in a range of X meters, perform just a bit better in their skills.
Aggressive: can goalkeep or defend or pass or shoot just a bit better (depends on his position order), but loses stamina just a bit faster.
Other traits I have in mind, but I dont wanna make this post too long.


2) TRAINING SYSTEM:

To avoid depending on the market, it would be great if all players in the team train (it is more realistic). For example, you can put a player to train in X skill. Similar to ManagerZone where everyone trains, but not exactly like managerzone, because in MZ you can only have 1 coach. In this one, you can have as many coaches as your economy allows you to have (or at least a maximum of 5). Therefore, if you have a lot of money, you can have many coaches that are good, therefore, helping your players train better and faster.

There would be 2 types of coaches, normal coaches and junior coaches. The normal coaches have skill levels (similar to player skills), which means that they train better those skills (defending, shooting, intelligence, etc) with high levels, but the junior coaches will only have 8 skills* that will be explained further on.

Normal players training:
So, the normal training choices for each player (in the main team) are the following:
-Train Goalkeeping
-Train Keeping Reaction
-Train Running Speed
-Train Defending
-Train Technique
-Train Intelligence
-Train Short passing (check the following note)
-Train Long passing (check the following note)
-Train Heading
-Train Shooting

Note: Training passing, must be connected. It would be illogical to have a player with level 10 long passing and level 1 short passing. In real life, someone who is good at making long passes, usually is also good at short passing and viceversa, but not exactly the same levels (some can be 10 and 10, but they can also be 10 and 7 or 6 and 9, but you will never find someone being 1 and 10 or 10 and 1 at passing). Therefore:
When training Long passes, player trains long passes at 100% and short passes at 50%.
When training Short passes, player trains short passes at 100% and long passes at 50%.

Junior players training:
Each junior player in the school will be trained by only one coach (known as junior coach), and these junior players will have their skills (defending, goalkeeping, intelligence, shooting, etc) shown for us to decide what we want to make of them, but since they are in school, they will have different choices to be trained at:

*The 8 junior training choices for each junior player in the school are the following:
-Goalkeeping Training: Trains keeping, keeping reaction and long passing.
-Central Defender Training: Trains defending, running speed and heading.
-Wing Defender Training: Trains defending, running speed and short/long passing (at the same rate).
-Defensive Midfielder Training: Trains defending, intelligence, short/long passing (at the same rate) and technique.
-Offensive Midfielder Training: Trains shooting, intelligence, short/long passing (at the same rate) and technique.
-Wing Midfielder Training: Trains running speed, short/long passing (at the same rate), technique and intelligence.
-Central Attacker Training: Trains shooting, technique, running speed and heading.
-Wing Attacker Training: Trains shooting, technique, short/long passing (at the same rate) and running speed.

This way, the juniors are prepared from school to train in the skills that belong to those training regimes in order to be ready to play in those positions when they reach the main team. But after they reach the main team they can start training any skill individually.

Example of a junior coach:
Junior Coach X: (level 1 means bad, level 5 means normal, level 10 is the max/better)
-Goalkeeping Training: 3
-Central Defender Training: 4
-Wing Defender Training: 6
-Defensive Midfielder Training: 7
-Offensive Midfielder Training: 6
-Wing Midfielder Training: 4
-Central Attacker Training: 9
-Wing Attacker Training: 10

This means, this junior coach can train junior attackers better and faster than junior goalkeepers.

I have more ideas and ill continue with tactics and such tomorrow or later.
(edited)
2012-06-15 14:00:21
Thanks for your input. Just keep in mind that we are only seeking feedback for the dashboard, formation/tactics, and training system. Most of the other features are already set/been develop and we are confident that the work done will suffice for us to expand on.
2012-06-16 14:26:30
You are a few years to late with an online soccer manager game as there are thousands of these games already, or it has to become so unique it will attract enough managers ;)
2012-06-17 03:08:16
DASHBOARD
Ill use the word "Plus" for those who pay to enjoy the game more (without in-game advantage), just to help these ideas explanation.

1) Uniforms
-Regular users: They are free to choose the color of the socks, shorts and shirt.
-Plus users: Same as regular users, but there will be a variety of designs for the plus users. Like vertical and horizontal stripes, etc, and also different designs for the shorts and the socks too.

Note: If the game has a match viewer, you should adapt it so the uniforms with stripes or different designs can be seen or notice in the viewer.

2) Team Emblem/Shield
-Regular users: The game will have standard emblems/shields that the regular users can choose and add it the color of the uniform and maybe a few words to identify it with the name of the team.
-Plus users: Same as regular users, but also have the option to instead upload an image/shield of their preference.

3) Stadium
-Regular users: Normal stadiums.
-Plus users: They can design it.

For example: Take a look at stadiums here in Sokker. There are terraces, benches and seats, with roof or not. Regular users will choose the standard design and the standard color, like grey for terraces, blue for benches and red for seats. Instead, plus users can choose different designs for each type. Different designs and colors for benches, different designs and colors for seats, to provide a more unique feeling to the stadium. If my team´s uniform is all yellow, then I would love to have a yellow color stadium, etc. Im not saying the game should be exactly like Sokker with terraces, benches and seats, im just using sokker to explain the example.

Note: If the game has a match viewer, then the stadium should be seen in the viewer.

4) Player Faces
-Regular users: No faces.
-Plus users: Players will show realistic faces (not like the ugly cartoonish sokker faces lol).

5) Trophy Shelf (and also non-official Trophy Shelf)
-Regular users will have their trophies earned in their "team history/statistics" page.
-Plus users will have a Trophy Shelf (and non-official Trophy Shelf) shown in the main page of the team, as well as in their "team history/statistics" page.

6) Non-Official (Friendly) Tournaments and Leagues
Plus users can host friendly tournaments (that can only be played on friendly day matches, no extra day matches, otherwise it would be an in-game advantage). The creator of the "Friendly tournament" can customize this "friendly tournament". So it can be a world cup type of tournament (with groups and then play offs / knockouts) or just a friendly league (like here in sokker), or just a play off / knockout type of tournament. It is important that you decide to separate cup matches days from friendly day matches. For example, official league matches on sunday, official cup matches on wednesdays and friendly matches on fridays (here you can play the friendly tournament matches). The winners and second places of these friendly tournaments or leagues will have their own beautiful trophies added to their "Non-Official Trophy Shelf" (Estante de Trofeos no oficial). So there will be an interest in participating and in creating (and therefore buying Plus) these non-official friendly tournaments/leagues.

Note: Both regular users and plus users can play in these non-official tournaments/leagues, but only plus users can create/host them.

7) General chat
Most new games nowdays use global/general chats to give the feeling of a community and so people can talk and chat while they are in the game.
So a regular user would be given (for example) 30 entries each day to chat.
A plus user would have unlimited entries.

Note: With "entries" I mean the number of times a person can hit "enter" to post the message in the chat.

Offtopic here, there should be also a Transfer advertisement chat so people can advertise the players they are trying to sell. But there should be special rules for this chat, to avoid spam.

8) Plus users will have the option to add just one "nickname" to a player´s name
For example:
The player´s original name is: Mark Calderon.
Nickname added by the plus user: Mark "The Bull" Calderon.
There would be a maximum of 14 or X characters allowed to avoid a big nickname. When a regular user buys a nicknamed player, he has the option to delete the nickname or to keep it (but not to change it), instead a plus user will have the option to delete it, to keep it or to change it.

9) No internet advertising for plus users

10) Recording option Only if the game has a viewer
If the game has a match viewer, plus users should be given the choice to record 5 or 10 plays or goals of their choosing.

11) Personal private notes and reminders
Plus users will have a private page where they can write their personal notes, for example, plans they have or whatever. This page cant be seen by anyone, its private. Also reminders that pop up below in red color to remember the manager that he needs to "do something".

For example: In 2 weeks from now ill have to buy a better coach because im planning on changing my training choice. So, I would go to the private notes page, and write that down (what type of coach I want and more notes about it) to remind me of this and activate the "reminder option". So in the "reminder option" ill write a short message (the one that will pop up in the page) "Remember to buy a new coach on July 2, check personal notes", and ill choose what day I want that message to pop up in my page. I could choose "activate reminder July 1st", and that day the reminder will pop up.

12) Longer inactivity period
Assuming the inactivity period to lose your team is 2 months (60 days) then:
-Regular users: Lose their team if they dont connect in 2 months (or whatever you decide).
-Plus users: They can be inactive during the time they have PLUS, plus 2 more months.
For example:
If they buy 3 months of plus, then they can be inactive during those 3 months and also 2 months after the plus expirates. (So 5 months in total until they lose their team).
If they buy 6 months of plus, then they can be inactive during those 6 months and also 2 months after the plus expirates. (So 8 months in total until they lose their team).
If they buy 12 months of plus, then they can be inactive during those 12 months and also 2 months after the plus expirates. (So 14 months in total until they lose their team).

My point is, a person who buys plus, deserves to have a longer inactivity period. Many people have jobs and sometimes they go through a period in their lives and jobs where they cant login for 3 or 4 months, but after a while (5 or 6 months or so), they have some free time and a feeling to start playing the game again, but find out they lost their team because of the short (2 months) inactivity period. Trust me, 2 months of inactivity might seem a lot to some people, but to those who work a lot and have businesses to run, 2 months is nothing and they can lose all interest on internet games during 3 or 4 or 5 months but then after, for example, 9 months, they start having some free time and desires to play again, so they can get back to the team they stopped using 9 months ago without having to start over from scratch.

13) Better mailing options
A plus user should be given the choice to mail many managers at the same time, to avoid wasting time having to mail different managers one by one. This can be useful when trying to invite many managers to a non-official (friendly) tournament this plus user has created. And there is no need to be afraid of other website spammers because someone who is paying (plus user) for your game wont be spamming other websites and is less likely to break the rules in regards of spamming, etc.

About the "Tactics/Formation" part, I will be posting about it tomorrow.
(edited)
2012-06-23 17:20:28
whats the name of the game ?
when did you launch it?
2012-06-23 21:07:28
Is under development, although I did not get the necessary amount of entries to award anyone ( I did get some by mail ) I am still actively seeking for ideas. If you would like to contribute feel free to email me, in return I am willing to offer Plus depending on your contribution.

Here is a sneak small preview of what you can expect:

http://postimage.org/image/iuwe2f9v5/
(edited)
2012-06-23 21:27:58
change 'steal' into 'tackle'
2012-06-23 22:13:07
Looks promising. ;)
2012-06-23 22:24:21
Just registered in the game.

I hope you will add some nations, cause Canada US and Greece isn't enough =)

P.S. The skills are from 0(1) to 20?
2012-06-23 22:28:06
what name does this manager have? :-) I can't read it in the picture... ;-)
2012-06-23 22:28:34
Footballstrategy.org
2012-06-23 22:29:36
thanks :-)
2012-06-23 22:30:35
Marts already answered. You can see it in the screenshot.
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