Subpage under development, new version coming soon!
Subject: PLanetarium Manager!!!!!
PM3 :
"Let us welcome PM 3.0
After roughly 5 months of development and testing, here's finally rhe arrival of the 3rd version. The motives behind the making of this new version were making Planetarium Manager's website more easily navigatable and more user-friendly, mostly because of the newbies who arrive daily. But we've taken the opportunity agiven by the release of this new version to release a set of new features that we'll describe ahead, divided by sections.
Design
As said before, this is the main change from the 2nd version. We've changed the website colors to something that resembles more a football (simulation) game and essencially tried to improve the website navegation. The main menu is still on the left, but you won't need to load several menus to reach your wanted location anymore. There's a new concept, a sub-menu on the top of every page where necessary. This new design was tested in several popular browsers and screen resolutions, having passed the tests successfully. Please warn us if you have any problems with your favourite browsers or screen resolutions.
Bosman
These changes have been announced before, but here they are again: a new tax (the money will revert to the player's old team where applicable) was created for bosman players sold in their first season on their new club. The tax value is 30% on the selling value and will be cumulative with the already existing taxes.
Staff Members
There are several changes regarding this. The first of all is the possibility to send your staff members to take a course on a given skill and therefore improve their skills without the need to fire and re-hire new staff. The only disadvantage on doing this is that the prices are generally slightly higher than if you'd hire a new staff member. In some cases, though, it will be more profitable to send them take the course. It's all a matter of good planning.
We've also improved the players' skills analysis (shown in the players' reports; both of scouts and assistants). The different evaluation levels (1 to 5) will be now more differentiated, with the higher levels giving you more even more precise reports than the lower levels. A warning though, this doesn't mean we've changed the players's skills, just the ability to analyse them by the scouts and assistants.
Regarding the other changes, only scouts are to be mentioned:
You can now send your scout to look for players that are not only transfer-listed. This option is not a Fan PM option anymore, being available to all users now. The details of the contract will also be present in the report. There's of course a price that has to be paid. Sending your scout to search in your home country will be cheaper than sending him to foreign countries, and sending them on a global search will be even more expensive than that. The price will also rise even more depending on the days you choose him to do the search;
The report page of other teams' players was substantially improved. The scout will now give his oppinion about the quality of the player, his utility to your team (using his ability to evaluate the players' skills) and his potential quality in the future (also using his evaluation, but the better his perspicacy the more seasons into the future he will be able to look into.
In the opponent's analysis there have also been made some changes. The first of all was that we've removed the tactic prediction on the forthcoming game. The main reason for this is that the prediction being given was completely unreal. To replace it we've added a listing of the last tactics used by the team. This way it is avoided having to look match by match to find it out. The better the tactical evaluation of your scout the wider will be the list of tactics used.
There's also another new feature related to the perspicacy skill of the scouts that is presented ahead in the Transfers section of the log.
Orders
You can now send orders to your next 5 matches, instead of only your next match. All Fan PM will be able to send orders to their next 10 matches. Sending your orders ahead will make it avoidable to login after every single match to change the tactics and the starting eleven. There will also be the concept of 'default orders'. The default orders will be applied when there are no specific orders sent for a match. There's also an indication on each page indicating if your match orders were correctly stored in the database, both for the starting eleven, tactics/style of play and advanced tactics. Using the page should be pretty simple: basically all stays the same, except there's a select box on the top where you can choose the next 5 or 10 matches!
Match Engine
A lot of new stuff here. Prepare yourselves for some extensive reading :)!
Let's start with the tactical formations. For today onwards you'll have total flexibility on these. Best is for you to see how it works. There are just some few limitations: you'll have to place a minimum of 3 defenders, 2 midfielders and 1 forward. The maximum is 5 players in each and any of the areas. You'll also only be able to put a maximum of 3 players in the center and 1 in each side of any area. Respecting these rules, you'll be able to choose whatever formation you want. Nothing else changes with this. You can keep on programming your formation events without any problems, the only change is the way you will have to design them. Wherever a tactical formation was shown there will now be instead a tactic viewer, because it would be very hard to differentiate between a 343_v25 and a 343_v2: there will be, for example, 48 different ways of designing a 3-4-3 formation!
Next on the list is the advanced tactics. We're adding 4 new advanced tactics, that we'll be explaining next (despite them being added to the non-english help files very soon, as soon as our LA's get to update them):
One-on-Ones
(Yes/No): An advanced tactic based on the dribbling capacities of your players. Will work well if the sum of the technique and strength of your midfielders and forwards is higher than the sum of the tackling and strength of the opponent's defenders and midfielders. All these using averages, meaning, the sums will be divided by the number of players and then compared.
Keeping Style
(Not Defined / Stand In / Rushing Out): if you choose for the keeper to Stand In, it will work well if the sum of the reflexes and handling of your keeper is higher than the sum of the finishing and heading of the opponent's forwards (all these using averages as described before). If you choose Rushing Out, it will work well if your keeper has a higher sum of agility and crosses than the sum of the technique and heading of the opponent's forwards (all this using averages also).
Man Marking
(Not Defined / Man-To-Man / Zonal): If you choose Man-To-Man marking, it will work well if the sum of the strength and tackling of your defenders and midfielders is higher than the positioning and strength of the opponents' midfielders and forwards (suing averages). On the other hand, if you choose Zonal marking, it will work well if the sum of speed and tackling of your defenders and midfielders is higher than the sum of the positioning and speed of the opponents' midfielders and forwards (also using averages).
High Balls
(Yes/No): Not to be confused with the passing style (long/short passes, etc.), it's a different thing. This advanced tactic is based on the strength and heading skills of your players. If you choose to use High Balls, the sum of these skills must be higher than those of your opponents' players for it to work. You must win on the total sum (heading+strength) to win this advanced tactic.
With the addition of new advanced tactics the bonus the teams can get are obviously even more noticeable. This will be reflected in the final ratings of the teams, which can now rise even more. Our initial objective was that there should be a limit of 10 stars in the final ratings. It's now possible that some teams have already surpassed this limit. For you to have a reference value, we can say that the maximum a team can get now is roughly 15 stars. We could easily re-adjust the scale to a 0-10 basis but it would be too much of a polemic decision (since all teams would see their usual ratings brought down by as much as 3 or 4 stars).
We've added two more passing tendencies: Left/Center and Right/Center. Along with these the preferred side option was improved so it's now even more likely that, choosing a preferred side, your players will use it when passing.
The formula used when comparing attack vs keeper (after the attack vs defence confrontation is won) was improved. Besides that, until now, the shots on goal that were presented lacked a pratical meaning because any shot that wouldn't result in a goal for a side would be randomly chosen to be a deflection by a defender, a ball that went out or a save by the keeper. On the 3rd version things will change slightly. A shot on goal is a confrontation attack vs keeper that wasn't won by a small margin. It's going then to be possible to analyse more objectively the report to see if you've been any close to scoring and how many times!
Other change was made on the way the final ratings are presented to you. Until now it the average of the sum of the final ratings and the half-time ratings were considered. This has been change to the average of the sum of the final and the start of the match ratings.
Friendly games will be considered to what team integration concerns (they were'nt having any effect on this matter until now, so teams being kicked out of the cup very early had somewhat of a disavantage).
Finally, the experience a player gains by playing on league, cup and international games has been roughly doubled. The experience level will now be presented in the same 10 levels as the players' qualities, progression and penalty-scoring abilities.
Events
We've added a new event. It will now be possible to change the passing tendency during a match. This works in a similar way to all the other already existing events.
Another change was the implementation of the active/inactive concept to what events are concerned. This way there's no need to keep deleting or adding events depending on the match you're going to play.
You will simply have to make them active or inactive!
The last change on what events are concerned is that you can now set more than 3 substitutions to occur, but only the first 3 will. Be careful and use the active/inactive option to avoid messing around!
Forums
The forums are now configurable. This means you can choose the forums you have access to (subscribe) in a simple and quick way, using the sub-menu on the top of the page. Initially you'll be subscribed to these forums: National, Global, Help (National and Global) and finally your division's forum. We've also added some new more suggestive buttons to insert links to players, matches, teams, threads and users.
Elections
From now on the number of votes will not be shown during the elections. A list of the top 10 users will be shown instead, ordered in a randomly way. The number of votes will be shown only after the elections are over. We've also corrected some other common problems:
- The possibility to cancel your rejection of being elected (it wasn't possible before).
- The possibility to reject your election in only a chosen country (before if you rejected your election in a country you would reject your election in all other countries aswell);
Transfer (Market)
We've done four major changes and some other minor ones. From now on when bidding on a player you have access to the average of the highest 10 bids. The bidding will still be on a close-bidding style though, this measure was only taken to somewhat help new users to have a better idea about the prices being paid for a given player. But there's an important detail: the value of the bid can be misjudged by the scout, making it a different value than the real one, if your scout has not high perspicacy values.
The second major change is the introduction of a free market for any player that has any sort of international cap. What we want with this is that important players to the community are not lost if their managers either quit or are banned because of cheating. This market will work in a similar way and with similar rules of those players who leave on bosman ruling. There will be although a list showing these free players, on the Transfers menu. The auctions will take place evey Thursday and the players will have to be at least one week at the market before they can be signed. If you decide to sell a player signed by this method on his first season at your club you will have to pay an additional 30% tax over his selling value (in a similar fashion of what will happen with bosman players).
The third most significant change is related to the players signed through bosman ruling. Until now players whom have already said to sign to a team from teams that were being deleted by inactivity would be deleted along with their teams. From now on, when you sign such a player it is guaranteed you'll have it on the end of the season, whether or not his team is deleted. If such thing happens the player will be put 'on hold' until he signs for the new team.
Finally, the last major change is related with the players' value. A new formula will be used to calculate it. The main feature with this new formula is that a player's progression will affect its value. Everyone knows progression has a lot to due with a player's market value and quality evaluation. This new formula will not create inflation, because it is still below the prices being paid in the market today. The new formula also makes low quality players being evaluated with lower price than the actual formula does, and top players should see their prices raise a lot. We can say this new formula as a higher reach than the old one, and we expect will significantly help determine the quality of the players. This change comes to effect after the answers given in the survey made last season.
Finally the less significant changes:
Players with at least one international cap cannot be fired;
Players promoted from the academies will not be subject to taxes at the time of their first sale. In what concerns to current players, only those in Youth Team will be protected against taxes;
Newly created players will have 3 years left on their contract instead of 2;
The players won't accept to renew their contracts if they are on sale;
When an auction finishes (for a normal transfer) a message will be sent to the 20 managers with the highest bids that lost the auction;
When you search in the transfer filter, the values used by you will be kept to future searches and will only be deleted after you log-out;
Ads (on the forum) over 7 days old will be automatically deleted.
Academies / Training
Furthermore the announced changes on specialties, there is only one more regarding academies: the physical attributes of promoted players will be at least 4, as it's not logic or realistic for them to have anything lower than that.
In what concerns to trainings we have a very significant change. This change is related with physical skills training (speed and strength). As in real life, the physical training will be a "special" training. This means that it won't depend on the players' progression and will the same for a 17 years old kid as for a 35 year old veteran.
At the same time (in RL), after a certain age, players start to lose some physical abilities regulary. The same will happen in PM: between 27 and 31 years old, players will have a 50% probability of suffering drops in their physical skills even if they play. After 32 years old (including), they will always suffer drops in physical skills, even if they play. If they do not play the normal negative training will occur (that might be on physical skills or on any other of the remaining 10 skills).
So basically at the time that they start to lose progression to train other skills conveniently and profitably, it might be a good idea to train physical skills at a constant pace. After they're 27 years old their physical abilities will start to drop and after they're 31 they will drop even harder.
The motivation to this change is, at the same time, to simulate what happens in real life (as PM is and intends to be a football/soccer management simulation) but also to value the use of physical training so that some of our advanced tactics do not lose their meaning and applicability.
Finally a small change on the trainings page: There won't be a division by position anymore and the little "A" icon on the left will work in the same way as the starting eleven page's icon. Roll the mouse over the "A" icon so that you can understand what are we talking about!
Supporters
We also felt the need to review the supporters' evolution. We are already in the seventh global season and we already have a clear view on how things evolved. So based on this, we've decided to:
Increase the percentage of supporters that you win when you get promoted. The 20% value was changed to 25%. This change was already applied to this season promotions;
The formula of supporters weekly changes was been tweaked in a way to balance things a little better. Your team results will still influence it, but the average number of expected supporters on your division will now have a big weight on the formula. This means that if you have a lower number of supporters than the average expected of a team in your division, it's likely that your supporters will increase even if you have been losing a lot of matches lately;
Finally, not a decision, but a small feature: you will now receive a message at the time of the economic updates informing you of the number of supporters that your team earned or lost during the week.
Federations
We made some (small) improvements regarding federations. It's now possible to access the list of the members of a federation and also to kick a user off the federation (all this if you are the founder).
In an user's info page it's also visible the list of the federations that the user is a member of.
PM Fan Options
We are releasing also some new options to PM Fan users:
The match kit design option is brand new and much more flexible. In the future we'll be increasing even more the list of available kit designs! The bad news is that your older match kit had to be cleared. This also applies to National Teams' match kits;
You'll be able to set the name of your player shown on his shirt (from a list of available names based on the player's full name). The shirt with his name (and number) will then be shown on the player details page;
You can set a player quote that will be shown on his details page for everyone to see. This has no influence on the game itself but it's a cool option to personalize your relation with your players. You can add things as stupid as: "I like to go out at night, mainly on the nights before games!". Both this option as the previous ones can be changed in the players' advanced options >> a new option available in the options select box at players' info pages.
Blogs
At the office page there is now a list of the last 5 updated blogs. Also at the blogs page (Manager >> Blogs) you'll have access to the last 100 updated blog entries.
Remember that it's forbidden to use blogs to advertise your players. You'll be fined by the game's administration if you do it.
The user info page will also have the last entry on that same user's blog.
With these changes we are aiming for a better and bigger use of this widely-unknown and old feature. Blogs are part of the PM Fan package.
These were the most important features of PM3. We are now going to list the minor changes:
There is now a page where you can see, simply and quickly, the list of the unavailable players (injured and suspended). You can find this page under Team >> Players. Then at the top menu, choose Unavailable players;
A page to see other teams' stadiums has been created. It will be available through a link on the stadiums' names;
You'll receive a message whenever one of your players plays in a National Team match;
There's a new option that allows you to only hide your e-mail address, whether or not your other details are visible. This way you'll be able to show your personal details and do not show your e-mail address if you wish to do so. You can find this option under Manager >> Preferences;
From now on, you can also set match press-conferences in cup games;
The weather images were improved. We've also improved a lot of other images;
In your shortlist there's now an info image, similar to the one you can find in the transfer list with the scout report and with the same information. The National Team shortlist has also this feature with two more pieces of information: form and fitness;
All managers (users) will now have a set wage. This wage is updated at the end of the seasons and depends both on your team's division and reputation and also on the number of manager ranking points you've earned during the season. This option doesn't have any influence on the game (your team will not have to pay your wage at the moment) but we've coded it already as it is fun to check the best paid user :) and we have some cool ideas on how to play with it in a near future;
In the next match page it's now clearly stated how many points (for both manager and team ranking) you'll win or lose depending on the result. There's also a new small feature that will tell you the "experts" opinion for the match. It has no influence in the match itself (though it's based on team and players data) but it's a cool feature!
Finally, we have also some country expansions and new languages to announce. In what concerns to expansions, we have:
Peru to 210 teams;
Slovenia to 210 teams;
Thailand to 850 teams;
Czech Republic to 210 teams;
Bulgaria to 210 teams.
We'd also love to expand some other (big) countries like Romania, Poland and Spain, but at this time it's simply not possible. We'll work hard during the next 3 and a half months so that we can make expansions to 3400 teams without causing us performance problems. During the next 2 or 3 weeks we'll also analyze the possibility of expanding some other countries with 50 teams to 210 teams, depending on the evolution of the number of users in those countries.
In what concerns to the new languages, we have 4! With PM3 we've been able to solve some encoding problems that were preventing us from releasing the Hebrew version, for example. So the new languages are:
Estonian. The translator was elll5 (2602);
Hebrew. The translator was Nerazzurri10 (7638);
Serbian. The translator was _brca_ (32080);
Thai. The translator was deksab (28117). This translation is not yet completed but, even though, we've decided to release it. The translator had some trouble in translating the site without seeing the results online >> something that he'll be able to do from now on.
To these translators (and also to all the other users that helped in the translation process but are not mentioned on this list) we would like to thank you for the amazing work you've done, and all for free!! It's really amazing what you've done for us and how much you've helped the game and your community. Thank you!
And that's all! We hope that you enjoyed the reading and that playing PM3 brings you the same pleasure we had developing it!
We just want to emphasize again the potential problems we might face with this new version (including the database change). A lot of tests were made to all these new features and changes, but testing with 3 or 4 people is not the same as testing live with 9 or 10 thousand people. It's likely that some problems (that were not identified during the testing phase) might arise. So we are asking for your patient and understanding: we'll be 100% dedicated in analyzing PM3 stability druing the next few months. Please use the Development forum to report problems and the national and global forums to clear all your doubts.
We'll create some sticky topics in the development forum to cover several kinds of potential problems. It's for example expected that some player and team names from Poland will have some minor problems with the move to the new database. We'll be obviously ready in the case things go wrong. As we said before, please be patient!
We are also expecting some general slowness in the website during the first days of PM3 so we are warning you to expect this. Once again be patient. We are in the process of configuring and adding a new server soon. We'll give you more news on this as soon as possible (probably until the end of the week).
And finally a mention to the Help page: the English version is already updated with the new rules. The other versions will be updated as soon as LA's do their job ;)
Good luck for this new era. Let the fireworks begin! :) "
"Let us welcome PM 3.0
After roughly 5 months of development and testing, here's finally rhe arrival of the 3rd version. The motives behind the making of this new version were making Planetarium Manager's website more easily navigatable and more user-friendly, mostly because of the newbies who arrive daily. But we've taken the opportunity agiven by the release of this new version to release a set of new features that we'll describe ahead, divided by sections.
Design
As said before, this is the main change from the 2nd version. We've changed the website colors to something that resembles more a football (simulation) game and essencially tried to improve the website navegation. The main menu is still on the left, but you won't need to load several menus to reach your wanted location anymore. There's a new concept, a sub-menu on the top of every page where necessary. This new design was tested in several popular browsers and screen resolutions, having passed the tests successfully. Please warn us if you have any problems with your favourite browsers or screen resolutions.
Bosman
These changes have been announced before, but here they are again: a new tax (the money will revert to the player's old team where applicable) was created for bosman players sold in their first season on their new club. The tax value is 30% on the selling value and will be cumulative with the already existing taxes.
Staff Members
There are several changes regarding this. The first of all is the possibility to send your staff members to take a course on a given skill and therefore improve their skills without the need to fire and re-hire new staff. The only disadvantage on doing this is that the prices are generally slightly higher than if you'd hire a new staff member. In some cases, though, it will be more profitable to send them take the course. It's all a matter of good planning.
We've also improved the players' skills analysis (shown in the players' reports; both of scouts and assistants). The different evaluation levels (1 to 5) will be now more differentiated, with the higher levels giving you more even more precise reports than the lower levels. A warning though, this doesn't mean we've changed the players's skills, just the ability to analyse them by the scouts and assistants.
Regarding the other changes, only scouts are to be mentioned:
You can now send your scout to look for players that are not only transfer-listed. This option is not a Fan PM option anymore, being available to all users now. The details of the contract will also be present in the report. There's of course a price that has to be paid. Sending your scout to search in your home country will be cheaper than sending him to foreign countries, and sending them on a global search will be even more expensive than that. The price will also rise even more depending on the days you choose him to do the search;
The report page of other teams' players was substantially improved. The scout will now give his oppinion about the quality of the player, his utility to your team (using his ability to evaluate the players' skills) and his potential quality in the future (also using his evaluation, but the better his perspicacy the more seasons into the future he will be able to look into.
In the opponent's analysis there have also been made some changes. The first of all was that we've removed the tactic prediction on the forthcoming game. The main reason for this is that the prediction being given was completely unreal. To replace it we've added a listing of the last tactics used by the team. This way it is avoided having to look match by match to find it out. The better the tactical evaluation of your scout the wider will be the list of tactics used.
There's also another new feature related to the perspicacy skill of the scouts that is presented ahead in the Transfers section of the log.
Orders
You can now send orders to your next 5 matches, instead of only your next match. All Fan PM will be able to send orders to their next 10 matches. Sending your orders ahead will make it avoidable to login after every single match to change the tactics and the starting eleven. There will also be the concept of 'default orders'. The default orders will be applied when there are no specific orders sent for a match. There's also an indication on each page indicating if your match orders were correctly stored in the database, both for the starting eleven, tactics/style of play and advanced tactics. Using the page should be pretty simple: basically all stays the same, except there's a select box on the top where you can choose the next 5 or 10 matches!
Match Engine
A lot of new stuff here. Prepare yourselves for some extensive reading :)!
Let's start with the tactical formations. For today onwards you'll have total flexibility on these. Best is for you to see how it works. There are just some few limitations: you'll have to place a minimum of 3 defenders, 2 midfielders and 1 forward. The maximum is 5 players in each and any of the areas. You'll also only be able to put a maximum of 3 players in the center and 1 in each side of any area. Respecting these rules, you'll be able to choose whatever formation you want. Nothing else changes with this. You can keep on programming your formation events without any problems, the only change is the way you will have to design them. Wherever a tactical formation was shown there will now be instead a tactic viewer, because it would be very hard to differentiate between a 343_v25 and a 343_v2: there will be, for example, 48 different ways of designing a 3-4-3 formation!
Next on the list is the advanced tactics. We're adding 4 new advanced tactics, that we'll be explaining next (despite them being added to the non-english help files very soon, as soon as our LA's get to update them):
One-on-Ones
(Yes/No): An advanced tactic based on the dribbling capacities of your players. Will work well if the sum of the technique and strength of your midfielders and forwards is higher than the sum of the tackling and strength of the opponent's defenders and midfielders. All these using averages, meaning, the sums will be divided by the number of players and then compared.
Keeping Style
(Not Defined / Stand In / Rushing Out): if you choose for the keeper to Stand In, it will work well if the sum of the reflexes and handling of your keeper is higher than the sum of the finishing and heading of the opponent's forwards (all these using averages as described before). If you choose Rushing Out, it will work well if your keeper has a higher sum of agility and crosses than the sum of the technique and heading of the opponent's forwards (all this using averages also).
Man Marking
(Not Defined / Man-To-Man / Zonal): If you choose Man-To-Man marking, it will work well if the sum of the strength and tackling of your defenders and midfielders is higher than the positioning and strength of the opponents' midfielders and forwards (suing averages). On the other hand, if you choose Zonal marking, it will work well if the sum of speed and tackling of your defenders and midfielders is higher than the sum of the positioning and speed of the opponents' midfielders and forwards (also using averages).
High Balls
(Yes/No): Not to be confused with the passing style (long/short passes, etc.), it's a different thing. This advanced tactic is based on the strength and heading skills of your players. If you choose to use High Balls, the sum of these skills must be higher than those of your opponents' players for it to work. You must win on the total sum (heading+strength) to win this advanced tactic.
With the addition of new advanced tactics the bonus the teams can get are obviously even more noticeable. This will be reflected in the final ratings of the teams, which can now rise even more. Our initial objective was that there should be a limit of 10 stars in the final ratings. It's now possible that some teams have already surpassed this limit. For you to have a reference value, we can say that the maximum a team can get now is roughly 15 stars. We could easily re-adjust the scale to a 0-10 basis but it would be too much of a polemic decision (since all teams would see their usual ratings brought down by as much as 3 or 4 stars).
We've added two more passing tendencies: Left/Center and Right/Center. Along with these the preferred side option was improved so it's now even more likely that, choosing a preferred side, your players will use it when passing.
The formula used when comparing attack vs keeper (after the attack vs defence confrontation is won) was improved. Besides that, until now, the shots on goal that were presented lacked a pratical meaning because any shot that wouldn't result in a goal for a side would be randomly chosen to be a deflection by a defender, a ball that went out or a save by the keeper. On the 3rd version things will change slightly. A shot on goal is a confrontation attack vs keeper that wasn't won by a small margin. It's going then to be possible to analyse more objectively the report to see if you've been any close to scoring and how many times!
Other change was made on the way the final ratings are presented to you. Until now it the average of the sum of the final ratings and the half-time ratings were considered. This has been change to the average of the sum of the final and the start of the match ratings.
Friendly games will be considered to what team integration concerns (they were'nt having any effect on this matter until now, so teams being kicked out of the cup very early had somewhat of a disavantage).
Finally, the experience a player gains by playing on league, cup and international games has been roughly doubled. The experience level will now be presented in the same 10 levels as the players' qualities, progression and penalty-scoring abilities.
Events
We've added a new event. It will now be possible to change the passing tendency during a match. This works in a similar way to all the other already existing events.
Another change was the implementation of the active/inactive concept to what events are concerned. This way there's no need to keep deleting or adding events depending on the match you're going to play.
You will simply have to make them active or inactive!
The last change on what events are concerned is that you can now set more than 3 substitutions to occur, but only the first 3 will. Be careful and use the active/inactive option to avoid messing around!
Forums
The forums are now configurable. This means you can choose the forums you have access to (subscribe) in a simple and quick way, using the sub-menu on the top of the page. Initially you'll be subscribed to these forums: National, Global, Help (National and Global) and finally your division's forum. We've also added some new more suggestive buttons to insert links to players, matches, teams, threads and users.
Elections
From now on the number of votes will not be shown during the elections. A list of the top 10 users will be shown instead, ordered in a randomly way. The number of votes will be shown only after the elections are over. We've also corrected some other common problems:
- The possibility to cancel your rejection of being elected (it wasn't possible before).
- The possibility to reject your election in only a chosen country (before if you rejected your election in a country you would reject your election in all other countries aswell);
Transfer (Market)
We've done four major changes and some other minor ones. From now on when bidding on a player you have access to the average of the highest 10 bids. The bidding will still be on a close-bidding style though, this measure was only taken to somewhat help new users to have a better idea about the prices being paid for a given player. But there's an important detail: the value of the bid can be misjudged by the scout, making it a different value than the real one, if your scout has not high perspicacy values.
The second major change is the introduction of a free market for any player that has any sort of international cap. What we want with this is that important players to the community are not lost if their managers either quit or are banned because of cheating. This market will work in a similar way and with similar rules of those players who leave on bosman ruling. There will be although a list showing these free players, on the Transfers menu. The auctions will take place evey Thursday and the players will have to be at least one week at the market before they can be signed. If you decide to sell a player signed by this method on his first season at your club you will have to pay an additional 30% tax over his selling value (in a similar fashion of what will happen with bosman players).
The third most significant change is related to the players signed through bosman ruling. Until now players whom have already said to sign to a team from teams that were being deleted by inactivity would be deleted along with their teams. From now on, when you sign such a player it is guaranteed you'll have it on the end of the season, whether or not his team is deleted. If such thing happens the player will be put 'on hold' until he signs for the new team.
Finally, the last major change is related with the players' value. A new formula will be used to calculate it. The main feature with this new formula is that a player's progression will affect its value. Everyone knows progression has a lot to due with a player's market value and quality evaluation. This new formula will not create inflation, because it is still below the prices being paid in the market today. The new formula also makes low quality players being evaluated with lower price than the actual formula does, and top players should see their prices raise a lot. We can say this new formula as a higher reach than the old one, and we expect will significantly help determine the quality of the players. This change comes to effect after the answers given in the survey made last season.
Finally the less significant changes:
Players with at least one international cap cannot be fired;
Players promoted from the academies will not be subject to taxes at the time of their first sale. In what concerns to current players, only those in Youth Team will be protected against taxes;
Newly created players will have 3 years left on their contract instead of 2;
The players won't accept to renew their contracts if they are on sale;
When an auction finishes (for a normal transfer) a message will be sent to the 20 managers with the highest bids that lost the auction;
When you search in the transfer filter, the values used by you will be kept to future searches and will only be deleted after you log-out;
Ads (on the forum) over 7 days old will be automatically deleted.
Academies / Training
Furthermore the announced changes on specialties, there is only one more regarding academies: the physical attributes of promoted players will be at least 4, as it's not logic or realistic for them to have anything lower than that.
In what concerns to trainings we have a very significant change. This change is related with physical skills training (speed and strength). As in real life, the physical training will be a "special" training. This means that it won't depend on the players' progression and will the same for a 17 years old kid as for a 35 year old veteran.
At the same time (in RL), after a certain age, players start to lose some physical abilities regulary. The same will happen in PM: between 27 and 31 years old, players will have a 50% probability of suffering drops in their physical skills even if they play. After 32 years old (including), they will always suffer drops in physical skills, even if they play. If they do not play the normal negative training will occur (that might be on physical skills or on any other of the remaining 10 skills).
So basically at the time that they start to lose progression to train other skills conveniently and profitably, it might be a good idea to train physical skills at a constant pace. After they're 27 years old their physical abilities will start to drop and after they're 31 they will drop even harder.
The motivation to this change is, at the same time, to simulate what happens in real life (as PM is and intends to be a football/soccer management simulation) but also to value the use of physical training so that some of our advanced tactics do not lose their meaning and applicability.
Finally a small change on the trainings page: There won't be a division by position anymore and the little "A" icon on the left will work in the same way as the starting eleven page's icon. Roll the mouse over the "A" icon so that you can understand what are we talking about!
Supporters
We also felt the need to review the supporters' evolution. We are already in the seventh global season and we already have a clear view on how things evolved. So based on this, we've decided to:
Increase the percentage of supporters that you win when you get promoted. The 20% value was changed to 25%. This change was already applied to this season promotions;
The formula of supporters weekly changes was been tweaked in a way to balance things a little better. Your team results will still influence it, but the average number of expected supporters on your division will now have a big weight on the formula. This means that if you have a lower number of supporters than the average expected of a team in your division, it's likely that your supporters will increase even if you have been losing a lot of matches lately;
Finally, not a decision, but a small feature: you will now receive a message at the time of the economic updates informing you of the number of supporters that your team earned or lost during the week.
Federations
We made some (small) improvements regarding federations. It's now possible to access the list of the members of a federation and also to kick a user off the federation (all this if you are the founder).
In an user's info page it's also visible the list of the federations that the user is a member of.
PM Fan Options
We are releasing also some new options to PM Fan users:
The match kit design option is brand new and much more flexible. In the future we'll be increasing even more the list of available kit designs! The bad news is that your older match kit had to be cleared. This also applies to National Teams' match kits;
You'll be able to set the name of your player shown on his shirt (from a list of available names based on the player's full name). The shirt with his name (and number) will then be shown on the player details page;
You can set a player quote that will be shown on his details page for everyone to see. This has no influence on the game itself but it's a cool option to personalize your relation with your players. You can add things as stupid as: "I like to go out at night, mainly on the nights before games!". Both this option as the previous ones can be changed in the players' advanced options >> a new option available in the options select box at players' info pages.
Blogs
At the office page there is now a list of the last 5 updated blogs. Also at the blogs page (Manager >> Blogs) you'll have access to the last 100 updated blog entries.
Remember that it's forbidden to use blogs to advertise your players. You'll be fined by the game's administration if you do it.
The user info page will also have the last entry on that same user's blog.
With these changes we are aiming for a better and bigger use of this widely-unknown and old feature. Blogs are part of the PM Fan package.
These were the most important features of PM3. We are now going to list the minor changes:
There is now a page where you can see, simply and quickly, the list of the unavailable players (injured and suspended). You can find this page under Team >> Players. Then at the top menu, choose Unavailable players;
A page to see other teams' stadiums has been created. It will be available through a link on the stadiums' names;
You'll receive a message whenever one of your players plays in a National Team match;
There's a new option that allows you to only hide your e-mail address, whether or not your other details are visible. This way you'll be able to show your personal details and do not show your e-mail address if you wish to do so. You can find this option under Manager >> Preferences;
From now on, you can also set match press-conferences in cup games;
The weather images were improved. We've also improved a lot of other images;
In your shortlist there's now an info image, similar to the one you can find in the transfer list with the scout report and with the same information. The National Team shortlist has also this feature with two more pieces of information: form and fitness;
All managers (users) will now have a set wage. This wage is updated at the end of the seasons and depends both on your team's division and reputation and also on the number of manager ranking points you've earned during the season. This option doesn't have any influence on the game (your team will not have to pay your wage at the moment) but we've coded it already as it is fun to check the best paid user :) and we have some cool ideas on how to play with it in a near future;
In the next match page it's now clearly stated how many points (for both manager and team ranking) you'll win or lose depending on the result. There's also a new small feature that will tell you the "experts" opinion for the match. It has no influence in the match itself (though it's based on team and players data) but it's a cool feature!
Finally, we have also some country expansions and new languages to announce. In what concerns to expansions, we have:
Peru to 210 teams;
Slovenia to 210 teams;
Thailand to 850 teams;
Czech Republic to 210 teams;
Bulgaria to 210 teams.
We'd also love to expand some other (big) countries like Romania, Poland and Spain, but at this time it's simply not possible. We'll work hard during the next 3 and a half months so that we can make expansions to 3400 teams without causing us performance problems. During the next 2 or 3 weeks we'll also analyze the possibility of expanding some other countries with 50 teams to 210 teams, depending on the evolution of the number of users in those countries.
In what concerns to the new languages, we have 4! With PM3 we've been able to solve some encoding problems that were preventing us from releasing the Hebrew version, for example. So the new languages are:
Estonian. The translator was elll5 (2602);
Hebrew. The translator was Nerazzurri10 (7638);
Serbian. The translator was _brca_ (32080);
Thai. The translator was deksab (28117). This translation is not yet completed but, even though, we've decided to release it. The translator had some trouble in translating the site without seeing the results online >> something that he'll be able to do from now on.
To these translators (and also to all the other users that helped in the translation process but are not mentioned on this list) we would like to thank you for the amazing work you've done, and all for free!! It's really amazing what you've done for us and how much you've helped the game and your community. Thank you!
And that's all! We hope that you enjoyed the reading and that playing PM3 brings you the same pleasure we had developing it!
We just want to emphasize again the potential problems we might face with this new version (including the database change). A lot of tests were made to all these new features and changes, but testing with 3 or 4 people is not the same as testing live with 9 or 10 thousand people. It's likely that some problems (that were not identified during the testing phase) might arise. So we are asking for your patient and understanding: we'll be 100% dedicated in analyzing PM3 stability druing the next few months. Please use the Development forum to report problems and the national and global forums to clear all your doubts.
We'll create some sticky topics in the development forum to cover several kinds of potential problems. It's for example expected that some player and team names from Poland will have some minor problems with the move to the new database. We'll be obviously ready in the case things go wrong. As we said before, please be patient!
We are also expecting some general slowness in the website during the first days of PM3 so we are warning you to expect this. Once again be patient. We are in the process of configuring and adding a new server soon. We'll give you more news on this as soon as possible (probably until the end of the week).
And finally a mention to the Help page: the English version is already updated with the new rules. The other versions will be updated as soon as LA's do their job ;)
Good luck for this new era. Let the fireworks begin! :) "
hay no, si me da hueva leer eso en español, en ingles pues mucho mas :S
¿Vamos a ver quien pone el texto en ingles mas largo?.
A ver que tal este:
Rules
List of contents
1. Registration
2. Fair-play rules
3. Your club
4. The players
5. Coaches
6. Training
7. Sub junior school
8. Transfers
9. The Stadium
10. The supporters
11. The Match
12. League system
13. The week in Sokker
14. National team rules
15. Menu of the game
16. Skill and supporter levels
17. Basic prices and costs
1. Registration 2005-08-18 23:01:46
To set up your team, go to the menu Registration on the Sokker main page. After submitting your personal data and current e-mail address, you need to wait until you are granted a team. You will be notified by e-mail once this is done. All applications are processed on an individual basis, so it may take a few days to get your team. On rare occasions, your country’s leagues may be full. This may lead to a slightly longer wait. However, please be patient as all leagues are continually reviewed and expanded where necessary. Expansions usually take place during the off season.
Account management
Your Sokker account can be deleted for a number of reasons:
- You have not logged in for 50 days
- Your team has exceeded the bankruptcy limits for a period of over 14 days.
- Your account has been blocked due to failure to follow the fair-play rules or forum rules as stated in section 2.
In each case, if you would like to rejoin Sokker, you will be allowed to register one more time. You must wait for a period of 50 days from your last log in before doing this.
2. Fair-play rules 2006-01-16 15:43:54
As a player, you should obey some basic rules:
- You are allowed to have no more than one team. If you are found to have more than one team, you will lose them all. If you have the same IP address as another user (i.e. two users share the same computer) please notify us via e-mail, to admins@sokker.org .
- It is forbidden to make player transfers at inflated prices for any reason. Doing so may result in expulsion from the game.
- All player transfers between teams whose managers use the same IP address are forbidden.
- Your conduct within forums, when posting in guestbooks and mailing other users should always meet acceptable levels as defined in the Forum Statute.
The rights of the Admin
- The Admin may block the account of any user breaking fair play rules
- The Admin may block the account or a give financial fine to any user who notoriously violates the Forum Rules
- The Admin may block the account or give a financial fine to any user spamming or using vulgar expressions towards other users by sk-mails
- The Admin may withdraw any player from the transfer list if the price breaks the free market rules (the price is high and suspicious)
- The Admin may equalise the transfer price of the player if the price breaks the free market rules (is high and suspicious), by fining the player for the extra money.
- The Admin is not allowed to withdraw players on the request of the buyer or seller.
- The Admin does not give information to others about any player (skills, value etc.)
3. Your club 2005-05-06 23:10:00
Your club, as a real football club has its own football stadium, players, coaches and assistants as well as sub junior school. Managing a team involves some costs, such as salaries, transfers, stadium building works etc. Your club must maintain financial liquidity, otherwise it will go bankrupt. You will find more details concerning the team management further on.
4. The players 2005-10-15 15:09:29
Each player has 8 basic skills. 7 of these skills (Pace, Passing, Playmaking, Defending, Scoring, Technique and Keeper) range from tragic to divine. Stamina ranges from tragic to formidable. The higher the level of each skill, the better the player will perform in a given discipline.
Basic skills
Pace
Determines how fast the player is. This impacts the speed a player runs after the ball, and speed of movement with the ball. Faster players have a better chance of running away from the opponent, as well as catching him. Additionally keepers with a higher pace skill are more effective at challenging strikers.
Passes
This skill determines the accuracy of player’s passes (both kicks and headers). The accuracy means both the right direction and power, so that the team-mate will be able to receive the ball as easily as possible.
Playmaking
Players with high playmaking skill make their decisions faster and usually choose the best positioned partner to pass the ball to. If your player’s playmaking skill is poor, he may start to look around for someone to pass to causing him to lose pace and therefore will be easier to tackle.
Defending
The higher the defending skill, the greater the chance of tackling an opponent. This is the skill most desirable for defenders. However both the midfielders and strikers may, thanks to their high defending skills, create an opportunity by intercepting the ball from opponent in his half. The defending action is also dependent on the player’s technique. The higher it is, the greater the chance of dribbling past the player.
Striker
Determines the accuracy and the force of kicks. Players with higher striker skill mis-kick the ball less often (e.g. sending the ball high over the bar) and their strikes are more difficult to save. This skill is important for all players that are likely to have a striking opportunity, not just forwards.
Technique
Many of the game aspects depend on technical skills.
- skill of controlling a pass; a player with a poor technique may mis-kick even the simplest balls.
- pace of dribbling; players with poor technical skills significantly lose pace whilst moving with the ball
- skill of passing a defender with a one on one duel and controlling the ball during a feint
- chance of mis-kicking while trying to make a one-touch pass.
Goalkeeping
This skill is only useful for keepers. It determines effectiveness of saves and their quality. Thehigher the skill, the more often the keepers catch the ball or clears it cleverly (away from the strikers).
Stamina
During the match, the players get tired. When this occurs they become less accurate as they lose some of their skills. Only playmaking remains unchanged throughout the match. The degree of fatigue is not directly dependent on length of play but on the activity of the given player. The more he runs and participates in the game the more he gets tired. Players with higher stamina will suffer less fatigue than others. Also be aware that untrained stamina goes down in time.
Additional players’ parameters
Form
Determines whether the player can take advantage of his skills in full. Players that are out of form will perform worse than they would if they were in a higher level of form.
Talent
Hidden ability of the player to enhance his skills. Determines the efficiency of training for both a first team player and a junior training in the sub junior school.
Age
After each season your players get older by one year. Younger players enhance their skills faster. If a player reaches the ripe old age of 30, his skills may gradually deteriorate. The older a player the faster the deterioration.
Value
Approximate value of the player dependent on his skills. This value does not represent the market value for the player if he is sold.
Earnings
Specified in the contract weekly wage, also dependent on player’s skills. At the beginning of each season, the contracts are renegotiated and a new wage is determined.
5. Coaches 2006-02-27 15:03:14
Where would a team be without a coach? No where, as no progression would be made.
Your coaches enhance players’ skills during training sessions and take care of the junior team.
Training skills
Each coach is graded in their training effectiveness for each of eight playing skills. These grades are valid solely for the head coach, as other coaches only need the general coach skill (see below). You should try and have your coach with the highest skill possible in the area that you intend to train.
General appraisal
General appraisal of a coach depends on the sum of his individual marks for training each individual skill. It is very important for assistant coaches - the higher their appraisals the more efficiently they help the main coach. Additionally, for your sub junior school you should select a coach with the highest possible general appraisal. The higher their appraisal, the quicker your juniors will improve.
Earnings
Generally, the better the coach, the higher the salary. At the beginning, you will not be able to afford a fantastic coach, unless you want your club to go bankrupt. The salary of the coach is not renegotiable - it remains at the same level throughout his contract with the club.
Age
Your coach is a human being, at some moment he may finish his coaching career. Do not be surprised when your aged coach hands you his notice and leaves for well-deserved retirement in Bermuda.
Searching for coaches
When you first start in Sokker, your club will already have a few coaches. They will not be the best coaches you could possibly have; they have been kept in the club thanks to their acquaintances amongst the previous owners of the club. However, they have one important advantage; their salaries are low. You can easily sack them and look for better staff.
Recruitment
You can search for a coach using the coach searching form. Recruiting a new coach costs money. The more precisely you define his skills the higher the charge is. You must pay this charge, even if the search does not find a coach that fits your requirements.
A coach will arrive with skills approximately comparable to those you have chosen in the coach searching form. If he meets your expectations you can choose to accept him, contracting him to the team. Signing a contract does not involve any costs, however when a contract is terminated the coach receives his salary for the whole week. However if he does not fit your requirements you do not have to sign contract with him, you can sack him and search for another one. Sacking a coach without a signed contract does not cost anything.
Tip: Set all skills in the form to requested general appraisal when searching for assistant or junior coach (i.e. all average for an average coach).
Sacking coaches
As stated earlier, sacking a coach that you have yet to assign a role is free. However once you have accepted a coach, it will cost you a weeks wages to sack that coach. If a coach is sacked, he is added to the contract list.
Coach assignments
Once you have accepted a coach, he is added to your team personnel and can be found in training screen under the section No Assignment. This means that the coach has been hired but has yet to have been assigned a post within your club. The posts of head coach, assistant coach and sub junior coach can be taken by any of your contracted coaches. You should therefore assign the coach to the post you recruited him to fill. You are able to swap coach assignments free of charge at any time (e.g. promote your assistant coach to head coach etc.) Any coaches that have not been assigned a role will continue to receive their salaries (even if they are doing nothing!)
Coach contract market
The coaches which are not employed by any club are on the list. You can outbid other managers by offering a one-off bonus as an incentive. If your club offers the highest bonus by the end of the auction, the coach goes there and collects his due payment. If a coach is not selected by anyone, he is removed from the list.
6. Training 2006-01-23 19:43:36
For the sake of your team’s development and improvement, your players must be properly trained. Every week you can choose a skill that is going to be practised during individual training. Most types of training demand that the player played in the selected position during the week, in the friendly/cup game and/or the league game.
A player who played in the same position (ie, as a def) twice during the week will train better than one who played in only one game. Similarly, a player who played in an official match will train better than one who just played in a friendly. If a player played in two different positions during the week, the last match counts. The benefit of playing a player with the same match order twice is small - they will receive near full training by playing 1 match. If they play only in an international, they will receive around 33% of the normal training. Players do not receive training in extra time as they are too tired.
The differences in training effectiveness resulting from player’s appearances during the week are small. A player who played in one friendly only, will have only slightly less effective training than the one from the first team line-up. The difference is even smaller for a player that played in two games instead of just one.
The hidden individual feature of each player is his talent. The more talented the player, the more he takes advantage of training and improves his skills faster. With age the ability to improve weakens, the older the player, the longer it will take his skills to improve. In addition to individual training, a general training session takes place. All players that played in the current week’s matches participate in it. The effectiveness of general training is much smaller than that of the individual training session.
The quality of both individual and general training responsibility lies mostly with the main coach. The feature that counts most is his individual skills; his general appraisal does not influence the effectiveness of training. Select a head coach who has a high ability in training the skill you have chosen for the individual training. Decide yourself how important for you, are the other coach abilities and if you can afford to pay more for a better coach.
The assistants may be helpful to the main coach improving his training effectiveness - the better the assistant (in terms of general appraisal); the more he helps the main coach. However, do not hire too many assistants. If you hire more than 3, they will argue, resulting in training being less effective, or even lost.
Note that when you substitute a player, they will only receive training according to how long they played in the match. The player must play with the same match order (def, att etc) in both matches in one week, otherwise only the last match they played will count for training (even if you are training pace). The only time when the match order does not count is with stamina training.
Training of stamina
This skill trains the quickest. All players in the team train it irrespective whether they were playing in the team that week or not. The players train with the same efficiency regardless of age and talent. However, untrained stamina may go down, even for younger players. The maximum Stamina that any player can reach is Formidable.
Training of pace
Pace is trained by all players that played at least once during the week, regardless of position. Although this is similar to stamina training, pace is a physical training and thus its effectiveness depends on both a player’s age and talent.
Training of striker
Strikers (ATT position) train most effectively, a bit slower the midfielders (MID) and to a little extent, defenders (DEF) and goalkeepers (GK).
Training of passing
Passing is most effectively trained by the midfielders (MID), the remaining positions train slower. If you want to enhance training effect for other positions, you can do so. However, it will result in decreasing the training effectiveness for the midfielders.
Training of playmaking
The training of playmaking is similar to that of passing. The position that profits most from the training are playmakers/midfielders (MID). Similar to the training of passes, you can also enhance the effectiveness for other positions; however, it will also result in decreasing the training efficiency for the midfielders.
Training of defending (tackling the ball)
You can select the position that will train defending most effectively during the week, you can choose among ATT, MID and DEF. The remaining positions train slower.
Training of technique
Similar to defending, it is most intensively trained by the position selected for the current week.
Goalkeeping training
Only goalkeepers (GK position) that played during the week participate in the training.
7. Sub junior school 2005-05-06 23:33:01
Your club will have a sub junior school. This is where young players are coached.The juniors are young players with too little experience or skills to play in official matches.
You need to assign a youth coach to ensure that your juniors are trained. His general appraisal will determine how quickly the juniors will improve their skills. He will also decide when a player is ready for testing in the first team line-up.
For your school you should allocate a set number of places, this being the maximum number of juniors the school is able to train. Every week new players will join the school, provided there are some vacant places. If there are more applicants than places some of them will be turned down, but you will never know who was rejected…They could have been a useless youth or a potential star for your team.
Juniors enter the school with various skills, but it is their talent and the coaches general efficiency that determine how fast they develop and whether they will be valuable players after leaving the school. When the junior is ready to join the first team, you can promote them to the first team, where you will be able to see what skills the player possesses.
8. Transfers 2006-01-25 09:36:23
One of the basic ways of acquiring new players in Sokker Manager is to buy them from other clubs. The transfer market works as an auction.
Placing a player up for sale involves a transfer fee that is a fraction of the starting price. After the transfer, the seller has to pay tax on the received price.
After being placed up for sale, the player remains on the transfer list for two days unless he is withdrawn by his employer. Players can only be withdrawn whilst no bids are placed. When the bidding expires, the player will move to the club that offers the most money for him. After bidding, the player remains in his previous club until he is brought in by his new employer or is sent out by his former club owner. At that moment, the transaction is complete.
If the buyer does not bring the player in and the seller does not send the player away, it will be possible to cancel the transfer. To do this, if both individuals wait one week after the bidding has finished, the transfer will be cancelled automatically, and both users will have to pay 10% of the final bidding price to do this.
You should remember the fair-play rules listed at the beginning in regards to transfers.
9. The Stadium 2005-05-06 23:35:53
For each team, the stadium has eight sectors for building places for the fans to view the matches. The stands can be expanded or demolished, depending on your budget. In order to get the costs of building works of the desired stand, go to the menu Stadium and insert the places you require. Be aware - the price of seats grows proportionally with the size of stand. It might be cheaper to build two smaller stands than a single bigger one.
The stands
There are four types of stands. Each type determines the ticket price and the number of spectators. Some of your fans may not come for matches unless you provide them with a satisfactory place to view a match - a proper stand. Supporters select the cheapest stand from the ones that suit them. However, a spectator is likely to buy a ticket for a stand with a higher cost, if their preferred seat is sold out.
Each stand can be covered by a roof to make attendance independent of the weather conditions.
During construction work, the supporters are not allowed on the stand until the work is complete.
The stand types are as follows:
- Grass (standing): No stand has been built. In each sector with grass, only 100 spectators are allowed by the sideline.
- Terraces: Standing places made of concrete. The second cheapest type of stand, however there are certain regulations imposed by the Football Association, restricting the size of stands with terraces. Your stadium cannot be solely made up of terraces.
- Benches - the cheapest stand with sitting places.
- Seats: A more expensive and luxurious stand. Seats are more expensive than benches, but you can expect more spectators that expect seats to sit in when watching their team to turnout for your matches.
10. The supporters 2005-12-29 23:50:27
Every club has a number of faithful fans ready to support their favourite team. The most fanatical ones subscribe to the Supporters’ Club (the total number is available in the Office menu). Irrespective of fan club size, for each match there are always additional casual spectators, depending on weather, the size of the fan club and moods among the members of the Supporters’ Club of the visitor team.
The current mood of your fans can be found in the Office menu.
There are certain groups of supporters, some of which will not attend matches if you will not provide them with the best possible conditions in the stadium. For instance, some of them may not come if there are no covered seats for them to view the game in.
Every week the supporter club size will be updated. The amount of supporters that sign up depends on:
- Club division
- League prestige
- Opponent rank
Qualification games have more influence on supporter moods than league games.
11. The Match 2005-12-29 23:47:31
Matches are played according to the rules of real world football.
Selection of the line-up
For each match you should select eleven players and up to five on the bench. Players with an injury lasting longer than 7 days cannot participate in a match. The players not fully cured (less than 7 days to recovery, marked as having a slight injury) may take part in the match but will play below their full capacity. A player with 3 or more yellow cards or a red card misses one official match (you will find a red card next to his name). The players not fit for playing or penalised will not participate even if you select them to the line-up.
For each player you should select their position out of:
GK - the keeper
DEF - defender
MID - midfielder
ATT - forward
This assignment determines the way a given footballer is going to play (e.g. defenders should tackle the ball rather than try to dribble past the opponent and thus leave his team in trouble if the ball is lost). Each position has a maximum number of players that may be assigned to it. These are: 1 for GK, 5 for DEF, 5 for MID and 3 for ATT. If you play more than the maximum allowed for an area (for example 6 DEF) you will lose training unless you switch to stamina.
Read the chapter ‘Training’ to find out how a given position trains.
If any of the teams assigns less than 10 players or deletes the tactics set for the match, the opposition team will automatically win the game. The footballers due to participate in the match will train the same way as if the match had been held.
Substitutions
During the match it may be necessary to replace a player on the pitch with one from the bench in the result of an injury. At that moment the player on the top of the substitution list for the given position goes on to the pitch.
Other than the lineup, it is also possible to make other orders for the match. In order to make a substitution, you need to set the minute for it to take place, and the condition in which you want it to take place in. It is also possible to set the player which you want to take a penalty kick or free kick (only in the opponent's half). You can not set the player that takes the corner.
Note:
If You do not set a player to take a free kick, the free kick or corner kick will be taken by the player who is closest to the ball.
Walkovers
Team will receive a walkover when:
- The opponent sets less than 10 players in the match (5:0),
- The tactic is removed from the tactic editor before the game and a new one is not selected (5:0),
- If both teams lineups mean the game is a walkover, the following will happen:
* 0:0 - if this is league game,
* 1:0 - if this is cup game.
Video coverage of the match
For each match you can watch TV coverage to see how your players did during the match, see their most interesting action and find out how your tactics worked.
For navigation use the following keys:
- [Home], player names displaying on / off
- [Space], panel with keys on / off
- [left][right] arrows, slowing / acceleration of the coverage, live coverage cannot be edited
- [down] arrow, pause
- [alt] + [F4], terminate the coverage
After-match statistics
After the match the statistics for both teams are available:
- keeping the ball, possession time counted from the moment of gaining to the moment of losing. Set pieces do not count.
- playing on the given half, the time when the ball remained on one team’s half. If your team’s ratio exceeded 50%, do not celebrate - it means ithe players mainly defended rather than attacked!
- shots on goal
- fouls
- bookings
- efficiency of shooting, passing and defending, calculated as an average of marks for individual moves of all players (e.g. defender tackled the ball from his opponent or just attempted to then his defending skill shown during that move is taken to the total marks for the team). What he contributes depends on his defending skills, current form and whether he was successful. Even the best players mis-kick sometimes.
Remember that the marks concern the average individual performance of your players and do not take into account the fact how your players played as a team. That depends on you, specifically from the tactics you choose.
Individual after-match player marks
Upon clicking on individual marks you can see a table with marks and statistics for all players participating in the given match. The columns indicate the following:
- The mark: general mark for the player, depending on the overall performance. The more chances the player gets to take advantage of his skills the higher mark he gets. The mark depends on position; different factors are taken into account, e.g. for forwards the most important thing is the quality of his strikes (if he had any opportunities). Player’s form determines his skills utilisation so it also influences his marks.
- Time of play minute of entering / leaving the pitch
- The number of strikes on the goal
- Fouls
- Off. - percentage of offensive actions - time of play when the player moved with the ball, passed it, dribbled it past opponents.
- Def. - percentage of defensive actions, the time when the player tackled the opponent or chased the player moving with the ball. Note that this factor does not have to be highest for defenders - for teams constantly attacking; the most active players are midfielders or even forwards.
Commentary
Summary of the most important actions, such as:
- Goals.
- Shots when the ball hits the bar, post or a near miss.
- Shots when the keeper had problems with saving.
- Yellow and red cards.
- Substitutions.
- Penalties.
12. League system 2005-08-15 15:06:54
League competitions
The league system in each country is divided into divisions, comprising a number of teams dependent on the level of the division. At the top level, there is always one league - the most important and prestigious for the given country. Each lower division consists of 4 times more leagues than the division directly above it, and so:
Division 1: 1 league,
Division 2: 4 leagues,
Division 3: 16 leagues,
Division 4: 64 leagues,
etc.
Each league has 8 teams playing each team twice, giving 14 matches over the course of the season. The points are assigned as they are in real life leagues; so for a win, the team gets 3 points and for a draw, the team gets 1 point. The order in the table is determined based on the following (from the most important downwards):
- points
- goal difference
- number of goals for
- position in the league at the end of last season
At the end of the season, the winner of the league from the top division becomes the champion of the country. The winners of the remaining leagues play in play-offs with teams ranked 5-8 in higher division. Play-off pairs are determined on the point and goal difference basis with the weakest teams from the higher leagues play with the strongest contender. In the event of a draw the teams play extra time or eventually penalties. The match is played on the stadium of the team from the higher league.
The cup
National cups start before the first round of a new season. The number of teams that qualify for the cup is the highest possible exponential of 2. And so in a country with 3 divisions (21 leagues, 168 teams) the number of teams participating in the cup is 128, which means the following teams qualify: all teams playing in Divisions 1 and 2, all teams ranked 1-5 in Division 3 and the best teams ranked 6. The qualification is determined by the position in the league table at the end of the last season. This classification is also important as far as seeding is concerned. The highest seed always plays with the weakest team remaining in the competition.
The teams play one match only, at the stadium of the weaker team. Matches are played in the cup system, with extra time and penalties if necessary.
Friendlies
The teams that did not qualify for the cup or have been already eliminated have additional time in mid-week. They can join one of the friendly leagues (if such exist) or agree with another team to play a one-off friendly. The match can be played using the league system (without extra time and penalties) or using the cup system. If you want to invite a team for a friendly, go to their match calendar. If they are available for a friendly you will find a link, if you have not booked a match already.
Friendly leagues
Only Plus subscribers can start their own friendly leagues; however, every manager can join one of the existing leagues.
The founder is allowed to set up only one friendly league. The application for setting up a league can be found in a “Friendlies” file in the Reception.
The founder determines the following:
- when the league begins
- which of the submitted teams would take part whether the second leg round would be played
The founder is not allowed to give up playing in his own league, he may not activate it or simply delete it.
The moment the league is set up, the teams can be submitted to it. The founder invites the teams he selects for his league. Once he’s decided that the list of the teams is complete and is willing to start the league in the first possible term, he approves the league.
The league can be approved under the following conditions:
- The number of teams is not odd, not less than 4 and not greater than the given Max. number of teams, dependant on the number of weeks left until the end of the season.
- All teams selected for the league do not already have a friendly or cup match booked.
A League approved between Thursday and Sunday, will kick off the following Wednesday, the calendar would be drawn on Monday. Between Monday and Wednesday, you can create a new league or join one of the inactive leagues; however, you can not approve/activate your league.
The status of a league that has not been approved remains unchanged. It can be activated in the following weeks or can remain inactive forever.
A friendly league that has finished the tournament becomes inactive again, so you can start a new round, invite new teams etc.
13. The week in Sokker 2006-01-17 23:19:42
Depending on the day of a week, various updates take place:
Every day
- Medical check-ups of the injured players.
- Revision of building works on stadiums.
- Value of players are updated.
- The weather forecast for the given day is published.
Saturday
- Pay day for salaries and stadium costs.
- Draft of juniors for junior schools.
- Weekly money transfers from sponsors are received on club’s account.
Sunday
- Skill update for older players.
- League matches take place.
Monday
- The draw of rounds for approved friendly leagues.
- Supporters’ clubs update number of subscribers.
- Players’ form update.
- League tables update (press in newsagents’).
Tuesday
Nothing special happens on Tuesday.
Wednesday
- Information on proposed friendly matches is deleted, the friendlies can be arranged until Wednesday.
- Friendly/Cup matches take place.
Thursday
- Draw of the next cup round (provided the cup has not finished yet).
- Table and friendly league status update .
- Junior training progress update.
- Updating of players’ training progress and their form.
Friday
On Friday, nothing worth your attention occurs.
14. National team rules 2005-12-23 09:47:39
Every country in SK has its own National Team, once they have been in the game for a full season. Each country can only have players of it's own nationality called up, and they are called up by the individual chosen to be the manager of that particular nation. It is possible for everyone to see the international matches, whether you have plus or not.
Election of the coach
Anyone can apply for any NT job, no matter what country they are from. NT coaches are elected democratically at the end of each season. The NT coach will not be able to see the skills of the player. The only exception to this is if the NT manager owns some of the players, or the players are on the transfer list.
Matches
Friendlies
Friendly matches take place every week, unless a World Cup match is being played. It is up to the NT coaches to arrange friendlies - just like friendlies between normal SK users. The NT manager may call up any players of the nationality of the NT that is managed, and use them in any way which is possible.
World Cup Qualifications
All teams take part here. The teams are split into different pots according to their NT ranking. Teams from 1-7 go to pot A, teams 8-14 to pot B and so on. Teams from Pot A will be drawn to each group as the first team, from B as the second, etc.
Qualification Matches are not every week, so friendlies may still be played.
World Cup
Only the 32 best teams qualify for the finals, according to:
1. Final standing in the qualification group
2. Points in the qualification group
3. Goals scored
4. Goals conceded
5. The number of victories
6. Ranking points at the time of the draw.
In the finals all teams will be drawn into 8 groups of 4 teams, according to the results in the qualifications - the 8 teams that finished the highest will go into the first drawing pot, next 8 to the second, next 8 to the third and the last 8 to the fourth.
15. Menu of the game 2005-05-06 23:51:44
In this chapter, you will find a short manual to the menu regarding individual topics described in the rules.
User menu - the right frame
On your right you will find a bar with 9 icons with links to the most important places in your club:
- News - a link to the home page where the news regarding the game are displayed
- The club page - takes you to the main page of your club, you will get access to your league table as well as to your profile where you can edit data such as your login, password, e-mail etc.
- The Players - a list of the players currently employed by your club, here you can obtain all the needed information on your line-up. You can go to the individual players’ pages to find out more about him or to take an action (place him on a transfer list, sack him)
- The matches - a list of the latest matches and a fixture list of matches not yet played.
- Training - here you manage and coach your team, recruit new coaches, assign jobs to coaches that have valid contracts. You can also access the coach page where you can watch his individual skills, sign a contract with him, sack him etc. On the training page, you also select the individual training and training position.
- Finance - here you can check the pay-ins and pay-outs of your club in the following and previous week and monitor the balance of your account.
- Stadium - on this page you can view your stadium and get an estimate cost of stand expansion or start building works.
- Office - in the Office you will find additional information on what is going on at your club, read the reports, and find out about the supporters’ club’s condition and the mood of the subscribers. You can also monitor the current transfers. Additionally you will find useful links to other important pages.
+ Juniors - check your sub junior school, determine the max number of participants, and promote the ones ready to join the line-up.
+ Friendlies - various data on friendly matches and leagues
+ Media - determine the club’ match kits, the club’s emblem, publish press articles etc (option available to Plus subscribers only).
+ Briefcase - here you can find the list of observed players and teams option (available to Plus subscribers only))
+ Mail - send internal Sokker mails to other Sokker managers.
Main menu - left frame
In this menu the links to the general pages about your country and Sokker are found:
- Country - the main page of your country, all basic information, browser of official and friendly leagues. In files, additional pages are available:
+ Regions - the list of regions for the given country
+ Statistics (available to Plus subscribers only)
+ Events - the list of today’s events in the country
- Search - the browser of users, players and teams
- Transfers - the browser of players placed on the transfer list
- Forum - here you get access to the forums, where you can have discussions with other managers. If there are numbers in the form of (+x / +y) next to a forum’s name it means that there are x comments in y threads that remain unread by you. Remember to observe the rules of the forum.
- Rules - a link to the rules you are reading right now :).
- Plus - here you can find out about the advantages of subscribing to Plus and subscribe to it if you wish to do so.
Editing the line-up
On entering the list of your matches, you can find a link Line-up next to the matches not yet played. It leads to the page allowing you to select players fro the given match, determine their orders and choose the right tactics. The view of the tactics shows the average position of the players and may appear slightly different to what you see in the tactics editor. Put your players on the selected positions, choose the tactics and click on Save. You will see the page with the selected line-up again. To be sure leave to line-up editor and check it again. Some browsers may generate errors.
Editing the match orders
On entering the list of your matches, you can find a link Match Orders next to the matches not yet played. It leads to the page allowing you to select players for a given match determine their orders and choose the right tactics. The view of the tactics shows the average position of the players and may appear slightly different to what you see in the tactics editor. Select your 16 players (first 11 plus 5 substitutes) by selecting their names against positions 1 to 16. make sure that you do not have more than 1 GK, 5 DEF, 5 MID and 3 STR. Then choose the tactics and click on Save. You will see the page with the selected line-up again. Remember to check that the line-up has been saved, by leaving the line-up editor and then checking it again. Some browsers may generate errors.
Editing the tactics
The tactics editor can be found in the Training file, or on the Line-up editing page. You can only edit your own tactics, if you do not have any you will need to copy one of the existing tactics. To do this, use the Create new tactics based on: dropdown and choose a tactic that will be a basis to the new line-up from the list. Then you should choose a name, so it is easy for you to find. Upon clicking on Create, the user tactics will be displayed under the standard ones. Above the tactics editor, the tactic name is displayed.
Select the tactic that you want to edit. It will then appear in the football pitch to the right. To alter the tactics, “drag” the ball in the centre of the field with your mouse pointer by pressing the left mouse button. You will see how the players move around the pitch. They will do the same on the pitch provided their pace and stamina will allow them to. The current position of the ball indicates how the players should be lined up at the moment. If you want to change the line-up, simply “drop” the ball in the chosen place and place the players in the desired positions. Pay attention to whether your players change their positions smoothly with the moving ball. Improper line-up may cause that your players would not be able to reach their positions on time, making your tactics useless.
You decide yourself on the style of play that your team delivers, e.g. decide how far defenders can go during offensive actions, placing the players wide or closer to the centre of the pitch, thereby strengthening or weakening selected parts of the field etc. There are millions of potential combinations for you to use!
On pages with players’ line-up for the match and with the individual marks, the view of the applied tactics is generated. Do not be surprised if this view differs significantly from that you can see after opening you tactics in the editor as this highlights the average position of each player.
16. Skill and supporter levels
Skills order
0. tragic
1. hopeless
2. unsatisfactory
3. poor
4. weak
5. average
6. adequate
7. good
8. solid
9. very good
10. excellent
11. formidable
12. outstanding
13. incredible
14. brilliant
15. magical
16. unearthly
17. divine
Supporters moods
1. are furious
2. are losing hope
3. are depressed
4. believe in their club
5. are satisfied
6. are delighted with their club`s performance
7. are madly in love with their club
17. Basic prices and costs
Weekly stadium`s maintenance expenses (1 place): 9 $ MN
Weekly expenses on single place in junior school: 12 000 $ MN
Interest rate in case of debit: 4.5%
Max debit: -3 000 003 $ MN
Bankruptcy limit: -6 000 006 $ MN
Supporter`s subscription card`s price (per season): 1 500 $ MN
Tickets` prices
Stand along line behind goal
Standing places 24 $ MN 24 $ MN
Standing places under roof 24 $ MN 24 $ MN
Terraces 48 $ MN 48 $ MN
Terraces under roof 60 $ MN 60 $ MN
Benches 75 $ MN 75 $ MN
Benches under roof 90 $ MN 75 $ MN
Seats 90 $ MN 75 $ MN
Seats under roof 105 $ MN 90 $ MN
A ver que tal este:
Rules
List of contents
1. Registration
2. Fair-play rules
3. Your club
4. The players
5. Coaches
6. Training
7. Sub junior school
8. Transfers
9. The Stadium
10. The supporters
11. The Match
12. League system
13. The week in Sokker
14. National team rules
15. Menu of the game
16. Skill and supporter levels
17. Basic prices and costs
1. Registration 2005-08-18 23:01:46
To set up your team, go to the menu Registration on the Sokker main page. After submitting your personal data and current e-mail address, you need to wait until you are granted a team. You will be notified by e-mail once this is done. All applications are processed on an individual basis, so it may take a few days to get your team. On rare occasions, your country’s leagues may be full. This may lead to a slightly longer wait. However, please be patient as all leagues are continually reviewed and expanded where necessary. Expansions usually take place during the off season.
Account management
Your Sokker account can be deleted for a number of reasons:
- You have not logged in for 50 days
- Your team has exceeded the bankruptcy limits for a period of over 14 days.
- Your account has been blocked due to failure to follow the fair-play rules or forum rules as stated in section 2.
In each case, if you would like to rejoin Sokker, you will be allowed to register one more time. You must wait for a period of 50 days from your last log in before doing this.
2. Fair-play rules 2006-01-16 15:43:54
As a player, you should obey some basic rules:
- You are allowed to have no more than one team. If you are found to have more than one team, you will lose them all. If you have the same IP address as another user (i.e. two users share the same computer) please notify us via e-mail, to admins@sokker.org .
- It is forbidden to make player transfers at inflated prices for any reason. Doing so may result in expulsion from the game.
- All player transfers between teams whose managers use the same IP address are forbidden.
- Your conduct within forums, when posting in guestbooks and mailing other users should always meet acceptable levels as defined in the Forum Statute.
The rights of the Admin
- The Admin may block the account of any user breaking fair play rules
- The Admin may block the account or a give financial fine to any user who notoriously violates the Forum Rules
- The Admin may block the account or give a financial fine to any user spamming or using vulgar expressions towards other users by sk-mails
- The Admin may withdraw any player from the transfer list if the price breaks the free market rules (the price is high and suspicious)
- The Admin may equalise the transfer price of the player if the price breaks the free market rules (is high and suspicious), by fining the player for the extra money.
- The Admin is not allowed to withdraw players on the request of the buyer or seller.
- The Admin does not give information to others about any player (skills, value etc.)
3. Your club 2005-05-06 23:10:00
Your club, as a real football club has its own football stadium, players, coaches and assistants as well as sub junior school. Managing a team involves some costs, such as salaries, transfers, stadium building works etc. Your club must maintain financial liquidity, otherwise it will go bankrupt. You will find more details concerning the team management further on.
4. The players 2005-10-15 15:09:29
Each player has 8 basic skills. 7 of these skills (Pace, Passing, Playmaking, Defending, Scoring, Technique and Keeper) range from tragic to divine. Stamina ranges from tragic to formidable. The higher the level of each skill, the better the player will perform in a given discipline.
Basic skills
Pace
Determines how fast the player is. This impacts the speed a player runs after the ball, and speed of movement with the ball. Faster players have a better chance of running away from the opponent, as well as catching him. Additionally keepers with a higher pace skill are more effective at challenging strikers.
Passes
This skill determines the accuracy of player’s passes (both kicks and headers). The accuracy means both the right direction and power, so that the team-mate will be able to receive the ball as easily as possible.
Playmaking
Players with high playmaking skill make their decisions faster and usually choose the best positioned partner to pass the ball to. If your player’s playmaking skill is poor, he may start to look around for someone to pass to causing him to lose pace and therefore will be easier to tackle.
Defending
The higher the defending skill, the greater the chance of tackling an opponent. This is the skill most desirable for defenders. However both the midfielders and strikers may, thanks to their high defending skills, create an opportunity by intercepting the ball from opponent in his half. The defending action is also dependent on the player’s technique. The higher it is, the greater the chance of dribbling past the player.
Striker
Determines the accuracy and the force of kicks. Players with higher striker skill mis-kick the ball less often (e.g. sending the ball high over the bar) and their strikes are more difficult to save. This skill is important for all players that are likely to have a striking opportunity, not just forwards.
Technique
Many of the game aspects depend on technical skills.
- skill of controlling a pass; a player with a poor technique may mis-kick even the simplest balls.
- pace of dribbling; players with poor technical skills significantly lose pace whilst moving with the ball
- skill of passing a defender with a one on one duel and controlling the ball during a feint
- chance of mis-kicking while trying to make a one-touch pass.
Goalkeeping
This skill is only useful for keepers. It determines effectiveness of saves and their quality. Thehigher the skill, the more often the keepers catch the ball or clears it cleverly (away from the strikers).
Stamina
During the match, the players get tired. When this occurs they become less accurate as they lose some of their skills. Only playmaking remains unchanged throughout the match. The degree of fatigue is not directly dependent on length of play but on the activity of the given player. The more he runs and participates in the game the more he gets tired. Players with higher stamina will suffer less fatigue than others. Also be aware that untrained stamina goes down in time.
Additional players’ parameters
Form
Determines whether the player can take advantage of his skills in full. Players that are out of form will perform worse than they would if they were in a higher level of form.
Talent
Hidden ability of the player to enhance his skills. Determines the efficiency of training for both a first team player and a junior training in the sub junior school.
Age
After each season your players get older by one year. Younger players enhance their skills faster. If a player reaches the ripe old age of 30, his skills may gradually deteriorate. The older a player the faster the deterioration.
Value
Approximate value of the player dependent on his skills. This value does not represent the market value for the player if he is sold.
Earnings
Specified in the contract weekly wage, also dependent on player’s skills. At the beginning of each season, the contracts are renegotiated and a new wage is determined.
5. Coaches 2006-02-27 15:03:14
Where would a team be without a coach? No where, as no progression would be made.
Your coaches enhance players’ skills during training sessions and take care of the junior team.
Training skills
Each coach is graded in their training effectiveness for each of eight playing skills. These grades are valid solely for the head coach, as other coaches only need the general coach skill (see below). You should try and have your coach with the highest skill possible in the area that you intend to train.
General appraisal
General appraisal of a coach depends on the sum of his individual marks for training each individual skill. It is very important for assistant coaches - the higher their appraisals the more efficiently they help the main coach. Additionally, for your sub junior school you should select a coach with the highest possible general appraisal. The higher their appraisal, the quicker your juniors will improve.
Earnings
Generally, the better the coach, the higher the salary. At the beginning, you will not be able to afford a fantastic coach, unless you want your club to go bankrupt. The salary of the coach is not renegotiable - it remains at the same level throughout his contract with the club.
Age
Your coach is a human being, at some moment he may finish his coaching career. Do not be surprised when your aged coach hands you his notice and leaves for well-deserved retirement in Bermuda.
Searching for coaches
When you first start in Sokker, your club will already have a few coaches. They will not be the best coaches you could possibly have; they have been kept in the club thanks to their acquaintances amongst the previous owners of the club. However, they have one important advantage; their salaries are low. You can easily sack them and look for better staff.
Recruitment
You can search for a coach using the coach searching form. Recruiting a new coach costs money. The more precisely you define his skills the higher the charge is. You must pay this charge, even if the search does not find a coach that fits your requirements.
A coach will arrive with skills approximately comparable to those you have chosen in the coach searching form. If he meets your expectations you can choose to accept him, contracting him to the team. Signing a contract does not involve any costs, however when a contract is terminated the coach receives his salary for the whole week. However if he does not fit your requirements you do not have to sign contract with him, you can sack him and search for another one. Sacking a coach without a signed contract does not cost anything.
Tip: Set all skills in the form to requested general appraisal when searching for assistant or junior coach (i.e. all average for an average coach).
Sacking coaches
As stated earlier, sacking a coach that you have yet to assign a role is free. However once you have accepted a coach, it will cost you a weeks wages to sack that coach. If a coach is sacked, he is added to the contract list.
Coach assignments
Once you have accepted a coach, he is added to your team personnel and can be found in training screen under the section No Assignment. This means that the coach has been hired but has yet to have been assigned a post within your club. The posts of head coach, assistant coach and sub junior coach can be taken by any of your contracted coaches. You should therefore assign the coach to the post you recruited him to fill. You are able to swap coach assignments free of charge at any time (e.g. promote your assistant coach to head coach etc.) Any coaches that have not been assigned a role will continue to receive their salaries (even if they are doing nothing!)
Coach contract market
The coaches which are not employed by any club are on the list. You can outbid other managers by offering a one-off bonus as an incentive. If your club offers the highest bonus by the end of the auction, the coach goes there and collects his due payment. If a coach is not selected by anyone, he is removed from the list.
6. Training 2006-01-23 19:43:36
For the sake of your team’s development and improvement, your players must be properly trained. Every week you can choose a skill that is going to be practised during individual training. Most types of training demand that the player played in the selected position during the week, in the friendly/cup game and/or the league game.
A player who played in the same position (ie, as a def) twice during the week will train better than one who played in only one game. Similarly, a player who played in an official match will train better than one who just played in a friendly. If a player played in two different positions during the week, the last match counts. The benefit of playing a player with the same match order twice is small - they will receive near full training by playing 1 match. If they play only in an international, they will receive around 33% of the normal training. Players do not receive training in extra time as they are too tired.
The differences in training effectiveness resulting from player’s appearances during the week are small. A player who played in one friendly only, will have only slightly less effective training than the one from the first team line-up. The difference is even smaller for a player that played in two games instead of just one.
The hidden individual feature of each player is his talent. The more talented the player, the more he takes advantage of training and improves his skills faster. With age the ability to improve weakens, the older the player, the longer it will take his skills to improve. In addition to individual training, a general training session takes place. All players that played in the current week’s matches participate in it. The effectiveness of general training is much smaller than that of the individual training session.
The quality of both individual and general training responsibility lies mostly with the main coach. The feature that counts most is his individual skills; his general appraisal does not influence the effectiveness of training. Select a head coach who has a high ability in training the skill you have chosen for the individual training. Decide yourself how important for you, are the other coach abilities and if you can afford to pay more for a better coach.
The assistants may be helpful to the main coach improving his training effectiveness - the better the assistant (in terms of general appraisal); the more he helps the main coach. However, do not hire too many assistants. If you hire more than 3, they will argue, resulting in training being less effective, or even lost.
Note that when you substitute a player, they will only receive training according to how long they played in the match. The player must play with the same match order (def, att etc) in both matches in one week, otherwise only the last match they played will count for training (even if you are training pace). The only time when the match order does not count is with stamina training.
Training of stamina
This skill trains the quickest. All players in the team train it irrespective whether they were playing in the team that week or not. The players train with the same efficiency regardless of age and talent. However, untrained stamina may go down, even for younger players. The maximum Stamina that any player can reach is Formidable.
Training of pace
Pace is trained by all players that played at least once during the week, regardless of position. Although this is similar to stamina training, pace is a physical training and thus its effectiveness depends on both a player’s age and talent.
Training of striker
Strikers (ATT position) train most effectively, a bit slower the midfielders (MID) and to a little extent, defenders (DEF) and goalkeepers (GK).
Training of passing
Passing is most effectively trained by the midfielders (MID), the remaining positions train slower. If you want to enhance training effect for other positions, you can do so. However, it will result in decreasing the training effectiveness for the midfielders.
Training of playmaking
The training of playmaking is similar to that of passing. The position that profits most from the training are playmakers/midfielders (MID). Similar to the training of passes, you can also enhance the effectiveness for other positions; however, it will also result in decreasing the training efficiency for the midfielders.
Training of defending (tackling the ball)
You can select the position that will train defending most effectively during the week, you can choose among ATT, MID and DEF. The remaining positions train slower.
Training of technique
Similar to defending, it is most intensively trained by the position selected for the current week.
Goalkeeping training
Only goalkeepers (GK position) that played during the week participate in the training.
7. Sub junior school 2005-05-06 23:33:01
Your club will have a sub junior school. This is where young players are coached.The juniors are young players with too little experience or skills to play in official matches.
You need to assign a youth coach to ensure that your juniors are trained. His general appraisal will determine how quickly the juniors will improve their skills. He will also decide when a player is ready for testing in the first team line-up.
For your school you should allocate a set number of places, this being the maximum number of juniors the school is able to train. Every week new players will join the school, provided there are some vacant places. If there are more applicants than places some of them will be turned down, but you will never know who was rejected…They could have been a useless youth or a potential star for your team.
Juniors enter the school with various skills, but it is their talent and the coaches general efficiency that determine how fast they develop and whether they will be valuable players after leaving the school. When the junior is ready to join the first team, you can promote them to the first team, where you will be able to see what skills the player possesses.
8. Transfers 2006-01-25 09:36:23
One of the basic ways of acquiring new players in Sokker Manager is to buy them from other clubs. The transfer market works as an auction.
Placing a player up for sale involves a transfer fee that is a fraction of the starting price. After the transfer, the seller has to pay tax on the received price.
After being placed up for sale, the player remains on the transfer list for two days unless he is withdrawn by his employer. Players can only be withdrawn whilst no bids are placed. When the bidding expires, the player will move to the club that offers the most money for him. After bidding, the player remains in his previous club until he is brought in by his new employer or is sent out by his former club owner. At that moment, the transaction is complete.
If the buyer does not bring the player in and the seller does not send the player away, it will be possible to cancel the transfer. To do this, if both individuals wait one week after the bidding has finished, the transfer will be cancelled automatically, and both users will have to pay 10% of the final bidding price to do this.
You should remember the fair-play rules listed at the beginning in regards to transfers.
9. The Stadium 2005-05-06 23:35:53
For each team, the stadium has eight sectors for building places for the fans to view the matches. The stands can be expanded or demolished, depending on your budget. In order to get the costs of building works of the desired stand, go to the menu Stadium and insert the places you require. Be aware - the price of seats grows proportionally with the size of stand. It might be cheaper to build two smaller stands than a single bigger one.
The stands
There are four types of stands. Each type determines the ticket price and the number of spectators. Some of your fans may not come for matches unless you provide them with a satisfactory place to view a match - a proper stand. Supporters select the cheapest stand from the ones that suit them. However, a spectator is likely to buy a ticket for a stand with a higher cost, if their preferred seat is sold out.
Each stand can be covered by a roof to make attendance independent of the weather conditions.
During construction work, the supporters are not allowed on the stand until the work is complete.
The stand types are as follows:
- Grass (standing): No stand has been built. In each sector with grass, only 100 spectators are allowed by the sideline.
- Terraces: Standing places made of concrete. The second cheapest type of stand, however there are certain regulations imposed by the Football Association, restricting the size of stands with terraces. Your stadium cannot be solely made up of terraces.
- Benches - the cheapest stand with sitting places.
- Seats: A more expensive and luxurious stand. Seats are more expensive than benches, but you can expect more spectators that expect seats to sit in when watching their team to turnout for your matches.
10. The supporters 2005-12-29 23:50:27
Every club has a number of faithful fans ready to support their favourite team. The most fanatical ones subscribe to the Supporters’ Club (the total number is available in the Office menu). Irrespective of fan club size, for each match there are always additional casual spectators, depending on weather, the size of the fan club and moods among the members of the Supporters’ Club of the visitor team.
The current mood of your fans can be found in the Office menu.
There are certain groups of supporters, some of which will not attend matches if you will not provide them with the best possible conditions in the stadium. For instance, some of them may not come if there are no covered seats for them to view the game in.
Every week the supporter club size will be updated. The amount of supporters that sign up depends on:
- Club division
- League prestige
- Opponent rank
Qualification games have more influence on supporter moods than league games.
11. The Match 2005-12-29 23:47:31
Matches are played according to the rules of real world football.
Selection of the line-up
For each match you should select eleven players and up to five on the bench. Players with an injury lasting longer than 7 days cannot participate in a match. The players not fully cured (less than 7 days to recovery, marked as having a slight injury) may take part in the match but will play below their full capacity. A player with 3 or more yellow cards or a red card misses one official match (you will find a red card next to his name). The players not fit for playing or penalised will not participate even if you select them to the line-up.
For each player you should select their position out of:
GK - the keeper
DEF - defender
MID - midfielder
ATT - forward
This assignment determines the way a given footballer is going to play (e.g. defenders should tackle the ball rather than try to dribble past the opponent and thus leave his team in trouble if the ball is lost). Each position has a maximum number of players that may be assigned to it. These are: 1 for GK, 5 for DEF, 5 for MID and 3 for ATT. If you play more than the maximum allowed for an area (for example 6 DEF) you will lose training unless you switch to stamina.
Read the chapter ‘Training’ to find out how a given position trains.
If any of the teams assigns less than 10 players or deletes the tactics set for the match, the opposition team will automatically win the game. The footballers due to participate in the match will train the same way as if the match had been held.
Substitutions
During the match it may be necessary to replace a player on the pitch with one from the bench in the result of an injury. At that moment the player on the top of the substitution list for the given position goes on to the pitch.
Other than the lineup, it is also possible to make other orders for the match. In order to make a substitution, you need to set the minute for it to take place, and the condition in which you want it to take place in. It is also possible to set the player which you want to take a penalty kick or free kick (only in the opponent's half). You can not set the player that takes the corner.
Note:
If You do not set a player to take a free kick, the free kick or corner kick will be taken by the player who is closest to the ball.
Walkovers
Team will receive a walkover when:
- The opponent sets less than 10 players in the match (5:0),
- The tactic is removed from the tactic editor before the game and a new one is not selected (5:0),
- If both teams lineups mean the game is a walkover, the following will happen:
* 0:0 - if this is league game,
* 1:0 - if this is cup game.
Video coverage of the match
For each match you can watch TV coverage to see how your players did during the match, see their most interesting action and find out how your tactics worked.
For navigation use the following keys:
- [Home], player names displaying on / off
- [Space], panel with keys on / off
- [left][right] arrows, slowing / acceleration of the coverage, live coverage cannot be edited
- [down] arrow, pause
- [alt] + [F4], terminate the coverage
After-match statistics
After the match the statistics for both teams are available:
- keeping the ball, possession time counted from the moment of gaining to the moment of losing. Set pieces do not count.
- playing on the given half, the time when the ball remained on one team’s half. If your team’s ratio exceeded 50%, do not celebrate - it means ithe players mainly defended rather than attacked!
- shots on goal
- fouls
- bookings
- efficiency of shooting, passing and defending, calculated as an average of marks for individual moves of all players (e.g. defender tackled the ball from his opponent or just attempted to then his defending skill shown during that move is taken to the total marks for the team). What he contributes depends on his defending skills, current form and whether he was successful. Even the best players mis-kick sometimes.
Remember that the marks concern the average individual performance of your players and do not take into account the fact how your players played as a team. That depends on you, specifically from the tactics you choose.
Individual after-match player marks
Upon clicking on individual marks you can see a table with marks and statistics for all players participating in the given match. The columns indicate the following:
- The mark: general mark for the player, depending on the overall performance. The more chances the player gets to take advantage of his skills the higher mark he gets. The mark depends on position; different factors are taken into account, e.g. for forwards the most important thing is the quality of his strikes (if he had any opportunities). Player’s form determines his skills utilisation so it also influences his marks.
- Time of play minute of entering / leaving the pitch
- The number of strikes on the goal
- Fouls
- Off. - percentage of offensive actions - time of play when the player moved with the ball, passed it, dribbled it past opponents.
- Def. - percentage of defensive actions, the time when the player tackled the opponent or chased the player moving with the ball. Note that this factor does not have to be highest for defenders - for teams constantly attacking; the most active players are midfielders or even forwards.
Commentary
Summary of the most important actions, such as:
- Goals.
- Shots when the ball hits the bar, post or a near miss.
- Shots when the keeper had problems with saving.
- Yellow and red cards.
- Substitutions.
- Penalties.
12. League system 2005-08-15 15:06:54
League competitions
The league system in each country is divided into divisions, comprising a number of teams dependent on the level of the division. At the top level, there is always one league - the most important and prestigious for the given country. Each lower division consists of 4 times more leagues than the division directly above it, and so:
Division 1: 1 league,
Division 2: 4 leagues,
Division 3: 16 leagues,
Division 4: 64 leagues,
etc.
Each league has 8 teams playing each team twice, giving 14 matches over the course of the season. The points are assigned as they are in real life leagues; so for a win, the team gets 3 points and for a draw, the team gets 1 point. The order in the table is determined based on the following (from the most important downwards):
- points
- goal difference
- number of goals for
- position in the league at the end of last season
At the end of the season, the winner of the league from the top division becomes the champion of the country. The winners of the remaining leagues play in play-offs with teams ranked 5-8 in higher division. Play-off pairs are determined on the point and goal difference basis with the weakest teams from the higher leagues play with the strongest contender. In the event of a draw the teams play extra time or eventually penalties. The match is played on the stadium of the team from the higher league.
The cup
National cups start before the first round of a new season. The number of teams that qualify for the cup is the highest possible exponential of 2. And so in a country with 3 divisions (21 leagues, 168 teams) the number of teams participating in the cup is 128, which means the following teams qualify: all teams playing in Divisions 1 and 2, all teams ranked 1-5 in Division 3 and the best teams ranked 6. The qualification is determined by the position in the league table at the end of the last season. This classification is also important as far as seeding is concerned. The highest seed always plays with the weakest team remaining in the competition.
The teams play one match only, at the stadium of the weaker team. Matches are played in the cup system, with extra time and penalties if necessary.
Friendlies
The teams that did not qualify for the cup or have been already eliminated have additional time in mid-week. They can join one of the friendly leagues (if such exist) or agree with another team to play a one-off friendly. The match can be played using the league system (without extra time and penalties) or using the cup system. If you want to invite a team for a friendly, go to their match calendar. If they are available for a friendly you will find a link, if you have not booked a match already.
Friendly leagues
Only Plus subscribers can start their own friendly leagues; however, every manager can join one of the existing leagues.
The founder is allowed to set up only one friendly league. The application for setting up a league can be found in a “Friendlies” file in the Reception.
The founder determines the following:
- when the league begins
- which of the submitted teams would take part whether the second leg round would be played
The founder is not allowed to give up playing in his own league, he may not activate it or simply delete it.
The moment the league is set up, the teams can be submitted to it. The founder invites the teams he selects for his league. Once he’s decided that the list of the teams is complete and is willing to start the league in the first possible term, he approves the league.
The league can be approved under the following conditions:
- The number of teams is not odd, not less than 4 and not greater than the given Max. number of teams, dependant on the number of weeks left until the end of the season.
- All teams selected for the league do not already have a friendly or cup match booked.
A League approved between Thursday and Sunday, will kick off the following Wednesday, the calendar would be drawn on Monday. Between Monday and Wednesday, you can create a new league or join one of the inactive leagues; however, you can not approve/activate your league.
The status of a league that has not been approved remains unchanged. It can be activated in the following weeks or can remain inactive forever.
A friendly league that has finished the tournament becomes inactive again, so you can start a new round, invite new teams etc.
13. The week in Sokker 2006-01-17 23:19:42
Depending on the day of a week, various updates take place:
Every day
- Medical check-ups of the injured players.
- Revision of building works on stadiums.
- Value of players are updated.
- The weather forecast for the given day is published.
Saturday
- Pay day for salaries and stadium costs.
- Draft of juniors for junior schools.
- Weekly money transfers from sponsors are received on club’s account.
Sunday
- Skill update for older players.
- League matches take place.
Monday
- The draw of rounds for approved friendly leagues.
- Supporters’ clubs update number of subscribers.
- Players’ form update.
- League tables update (press in newsagents’).
Tuesday
Nothing special happens on Tuesday.
Wednesday
- Information on proposed friendly matches is deleted, the friendlies can be arranged until Wednesday.
- Friendly/Cup matches take place.
Thursday
- Draw of the next cup round (provided the cup has not finished yet).
- Table and friendly league status update .
- Junior training progress update.
- Updating of players’ training progress and their form.
Friday
On Friday, nothing worth your attention occurs.
14. National team rules 2005-12-23 09:47:39
Every country in SK has its own National Team, once they have been in the game for a full season. Each country can only have players of it's own nationality called up, and they are called up by the individual chosen to be the manager of that particular nation. It is possible for everyone to see the international matches, whether you have plus or not.
Election of the coach
Anyone can apply for any NT job, no matter what country they are from. NT coaches are elected democratically at the end of each season. The NT coach will not be able to see the skills of the player. The only exception to this is if the NT manager owns some of the players, or the players are on the transfer list.
Matches
Friendlies
Friendly matches take place every week, unless a World Cup match is being played. It is up to the NT coaches to arrange friendlies - just like friendlies between normal SK users. The NT manager may call up any players of the nationality of the NT that is managed, and use them in any way which is possible.
World Cup Qualifications
All teams take part here. The teams are split into different pots according to their NT ranking. Teams from 1-7 go to pot A, teams 8-14 to pot B and so on. Teams from Pot A will be drawn to each group as the first team, from B as the second, etc.
Qualification Matches are not every week, so friendlies may still be played.
World Cup
Only the 32 best teams qualify for the finals, according to:
1. Final standing in the qualification group
2. Points in the qualification group
3. Goals scored
4. Goals conceded
5. The number of victories
6. Ranking points at the time of the draw.
In the finals all teams will be drawn into 8 groups of 4 teams, according to the results in the qualifications - the 8 teams that finished the highest will go into the first drawing pot, next 8 to the second, next 8 to the third and the last 8 to the fourth.
15. Menu of the game 2005-05-06 23:51:44
In this chapter, you will find a short manual to the menu regarding individual topics described in the rules.
User menu - the right frame
On your right you will find a bar with 9 icons with links to the most important places in your club:
- News - a link to the home page where the news regarding the game are displayed
- The club page - takes you to the main page of your club, you will get access to your league table as well as to your profile where you can edit data such as your login, password, e-mail etc.
- The Players - a list of the players currently employed by your club, here you can obtain all the needed information on your line-up. You can go to the individual players’ pages to find out more about him or to take an action (place him on a transfer list, sack him)
- The matches - a list of the latest matches and a fixture list of matches not yet played.
- Training - here you manage and coach your team, recruit new coaches, assign jobs to coaches that have valid contracts. You can also access the coach page where you can watch his individual skills, sign a contract with him, sack him etc. On the training page, you also select the individual training and training position.
- Finance - here you can check the pay-ins and pay-outs of your club in the following and previous week and monitor the balance of your account.
- Stadium - on this page you can view your stadium and get an estimate cost of stand expansion or start building works.
- Office - in the Office you will find additional information on what is going on at your club, read the reports, and find out about the supporters’ club’s condition and the mood of the subscribers. You can also monitor the current transfers. Additionally you will find useful links to other important pages.
+ Juniors - check your sub junior school, determine the max number of participants, and promote the ones ready to join the line-up.
+ Friendlies - various data on friendly matches and leagues
+ Media - determine the club’ match kits, the club’s emblem, publish press articles etc (option available to Plus subscribers only).
+ Briefcase - here you can find the list of observed players and teams option (available to Plus subscribers only))
+ Mail - send internal Sokker mails to other Sokker managers.
Main menu - left frame
In this menu the links to the general pages about your country and Sokker are found:
- Country - the main page of your country, all basic information, browser of official and friendly leagues. In files, additional pages are available:
+ Regions - the list of regions for the given country
+ Statistics (available to Plus subscribers only)
+ Events - the list of today’s events in the country
- Search - the browser of users, players and teams
- Transfers - the browser of players placed on the transfer list
- Forum - here you get access to the forums, where you can have discussions with other managers. If there are numbers in the form of (+x / +y) next to a forum’s name it means that there are x comments in y threads that remain unread by you. Remember to observe the rules of the forum.
- Rules - a link to the rules you are reading right now :).
- Plus - here you can find out about the advantages of subscribing to Plus and subscribe to it if you wish to do so.
Editing the line-up
On entering the list of your matches, you can find a link Line-up next to the matches not yet played. It leads to the page allowing you to select players fro the given match, determine their orders and choose the right tactics. The view of the tactics shows the average position of the players and may appear slightly different to what you see in the tactics editor. Put your players on the selected positions, choose the tactics and click on Save. You will see the page with the selected line-up again. To be sure leave to line-up editor and check it again. Some browsers may generate errors.
Editing the match orders
On entering the list of your matches, you can find a link Match Orders next to the matches not yet played. It leads to the page allowing you to select players for a given match determine their orders and choose the right tactics. The view of the tactics shows the average position of the players and may appear slightly different to what you see in the tactics editor. Select your 16 players (first 11 plus 5 substitutes) by selecting their names against positions 1 to 16. make sure that you do not have more than 1 GK, 5 DEF, 5 MID and 3 STR. Then choose the tactics and click on Save. You will see the page with the selected line-up again. Remember to check that the line-up has been saved, by leaving the line-up editor and then checking it again. Some browsers may generate errors.
Editing the tactics
The tactics editor can be found in the Training file, or on the Line-up editing page. You can only edit your own tactics, if you do not have any you will need to copy one of the existing tactics. To do this, use the Create new tactics based on: dropdown and choose a tactic that will be a basis to the new line-up from the list. Then you should choose a name, so it is easy for you to find. Upon clicking on Create, the user tactics will be displayed under the standard ones. Above the tactics editor, the tactic name is displayed.
Select the tactic that you want to edit. It will then appear in the football pitch to the right. To alter the tactics, “drag” the ball in the centre of the field with your mouse pointer by pressing the left mouse button. You will see how the players move around the pitch. They will do the same on the pitch provided their pace and stamina will allow them to. The current position of the ball indicates how the players should be lined up at the moment. If you want to change the line-up, simply “drop” the ball in the chosen place and place the players in the desired positions. Pay attention to whether your players change their positions smoothly with the moving ball. Improper line-up may cause that your players would not be able to reach their positions on time, making your tactics useless.
You decide yourself on the style of play that your team delivers, e.g. decide how far defenders can go during offensive actions, placing the players wide or closer to the centre of the pitch, thereby strengthening or weakening selected parts of the field etc. There are millions of potential combinations for you to use!
On pages with players’ line-up for the match and with the individual marks, the view of the applied tactics is generated. Do not be surprised if this view differs significantly from that you can see after opening you tactics in the editor as this highlights the average position of each player.
16. Skill and supporter levels
Skills order
0. tragic
1. hopeless
2. unsatisfactory
3. poor
4. weak
5. average
6. adequate
7. good
8. solid
9. very good
10. excellent
11. formidable
12. outstanding
13. incredible
14. brilliant
15. magical
16. unearthly
17. divine
Supporters moods
1. are furious
2. are losing hope
3. are depressed
4. believe in their club
5. are satisfied
6. are delighted with their club`s performance
7. are madly in love with their club
17. Basic prices and costs
Weekly stadium`s maintenance expenses (1 place): 9 $ MN
Weekly expenses on single place in junior school: 12 000 $ MN
Interest rate in case of debit: 4.5%
Max debit: -3 000 003 $ MN
Bankruptcy limit: -6 000 006 $ MN
Supporter`s subscription card`s price (per season): 1 500 $ MN
Tickets` prices
Stand along line behind goal
Standing places 24 $ MN 24 $ MN
Standing places under roof 24 $ MN 24 $ MN
Terraces 48 $ MN 48 $ MN
Terraces under roof 60 $ MN 60 $ MN
Benches 75 $ MN 75 $ MN
Benches under roof 90 $ MN 75 $ MN
Seats 90 $ MN 75 $ MN
Seats under roof 105 $ MN 90 $ MN
hahaha, sorry, es que no me pude aguantar :p.
A ver si no me BANean :(.
Saludos y suerte con sus Otro Jueguito.
EDIT: hahaha, aqui si aguanta echarse rollos largos :p.
(edited)
A ver si no me BANean :(.
Saludos y suerte con sus Otro Jueguito.
EDIT: hahaha, aqui si aguanta echarse rollos largos :p.
(edited)
habrá que darle otra oportunidad a este manager,ojalá ya no estén todas las cosas que me molestaban.
Pues yo solo les preguntaria a los que lo juegan. ¿Sigen las transferencias como antes? o ¿ya las cambiaron al estilo HT o SK?
En lo que puso agg, viene algo sobre las transferencias, pero la verdad no lo leí y creo que siguen igual!!
a mi lo que más me molestó fue la ley bosman:entro un día y veo que mis mejores jugadores ya tenían contrato con otros equipos.
Si sigue esa ley no creo que las transferencias sirvan de mucho.
Si sigue esa ley no creo que las transferencias sirvan de mucho.
Pues a mi no me paso nada con esa ley, pero igual no me gustaria que pasara eso.
A mi parte del gusto del juego es andar comprando y vendiendo. Y ese sistema de transferencias era como una patada en los ...(ya saben) era castrante vender o comprar.
Mis razones para dejar PM fueron por las transferencias y por que pedi mi entrada a PM en México y me dieron equipo en Uruguay. Solicito que me cambien a México y me responden que si, que me cambiarian. Pero pase media temporada en Uruguay sin que me cambiaran ni respondieran a mis solicitudes. Deje a mi equipo peleando por el 1er lugar. Vendi a todos los jugadores que pude y compre jugadores mexicanos que no valian nada por mas de de lo que valian. Deje como 12 millones repartidos entre algunos equipos mexicanos :p.
A mi parte del gusto del juego es andar comprando y vendiendo. Y ese sistema de transferencias era como una patada en los ...(ya saben) era castrante vender o comprar.
Mis razones para dejar PM fueron por las transferencias y por que pedi mi entrada a PM en México y me dieron equipo en Uruguay. Solicito que me cambien a México y me responden que si, que me cambiarian. Pero pase media temporada en Uruguay sin que me cambiaran ni respondieran a mis solicitudes. Deje a mi equipo peleando por el 1er lugar. Vendi a todos los jugadores que pude y compre jugadores mexicanos que no valian nada por mas de de lo que valian. Deje como 12 millones repartidos entre algunos equipos mexicanos :p.
sigue casi todo igual el mismo sistema de transferencias, la misma ley bossman con una restriccion adiccional del 30 % sobre su venta, varias condicionales al juego , mas variantes en la formacion . mas opcones en la tactica, cambia la interfaz un poco. es lo que puedo comentar por el momento.
La cosa es que desde la temporada pasada te avisan si alguien ha ofertado a uno de tus jugadores por la Bosman...es decir que es muy difícil que te los quiten sin que te des cuenta...Una de las nuevas cosas es que si tu ofreces por un jugador mediante este sistema y desaparece el equipo antes de que te lo asignen de cualquier forma te quedas con él...
Y lo que tambien ya cambio en las transferencias, es que ya puedes ver el promedio de las ofertas, aunque si no tiene mucha perspicacia tu entrenador no es de gran ayuda...
el mio tiene 2 y creo que no me da los promedios muy atinados que digamos
el mio tiene 2 y creo que no me da los promedios muy atinados que digamos
tu fuiste el causante de que lo abandonara ,me quitaste a mi portero :)