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Subject: [idea] Crowd effect on stadium - model idea
- 1
I always had in mind this idea that, in the concept (and I hope to implement too) is really easy.
I would like that there is the crowd effect. Sometimes, real club can sell ticket to a popular price in order to have the stadium full and support better the team. Why don't implement this in sokker?
If the stadium get full, the home team will get +1 on form of every player. The bonus form can be proportional, for instance, half stadium full, +0.5 of form bonus.
On the same concept, we can modeling the cheer strenght to opponents. If the level of happines of the supporters is high (example they are madly in love with their club), this could have a little effect on the away team. This could be tuned, but it could be, maybe, (supporter level/7)*(level of stadium fullness)
In the end, I think that could model these popular real situations, for instance
- if home supporter are in love with their team (max level) and the stadium is full, they could have a very strong support (+1 form) and the away team could have been intimidated (-1) form
- if home supporer are angry but the stadium is almost full (maybe for almost free ticket prices), home player could be encouraged by the stadium fullness (+1), but the stadium could be almost silent, so away team won't be intimidate
- if home supporter are in love but the stadium is almost empty, for instance because too high price, the few supporters couldn't give a big help to their team and they could not intimidate too much opponents, so the team will play with their form level close to the level that they have.
- we can decide if avoiding to have the crowd effect in order to help the stadium income or find a balance with it.
About the "stadium fullness" concept, it could be the ideal number of the crowd members by comparing with the fanclub member number. So, for instance, 10000 supporters at the stadium could be a big number for a team with 100 members on the fanclub (full bonus), but a little number for a team with 2000 members (little bonus).
==========================================================================
The previous idea could be good like this, but if it likes, we could add something more: the experience effect. The malus of away team could reach the -2 on form BUT it can be thwarted by the experience level:
- tragic experience = full malus
- very good experience = half malus
- superdivine experience = no malus
Of course, intermediate levels has a proportional effect.
====================================================================
Despite I've spent a lot of words, I am pretty sure that the concept is really easy and could be implemented in a similar way with a different tuning or even in a different way. In the way that I written I think that it should have a little impact, as in real situations, but it could make the little enough difference in balanced matches, so it won't make the game too hard because somebody could doesn't care about this without having any malus. Just one thing more to have fun :)
EDIT: I don't think that this idea could affect new players, because if you play with players with solid as levels of primary skills, +1 or -1 of form it's completely negligible. Form begin important when you raise of level.
PS: World cup matches, from the second stage, should don't have this effect, because in the reality situation they play in neutral stadiums.
(edited)
I would like that there is the crowd effect. Sometimes, real club can sell ticket to a popular price in order to have the stadium full and support better the team. Why don't implement this in sokker?
If the stadium get full, the home team will get +1 on form of every player. The bonus form can be proportional, for instance, half stadium full, +0.5 of form bonus.
On the same concept, we can modeling the cheer strenght to opponents. If the level of happines of the supporters is high (example they are madly in love with their club), this could have a little effect on the away team. This could be tuned, but it could be, maybe, (supporter level/7)*(level of stadium fullness)
In the end, I think that could model these popular real situations, for instance
- if home supporter are in love with their team (max level) and the stadium is full, they could have a very strong support (+1 form) and the away team could have been intimidated (-1) form
- if home supporer are angry but the stadium is almost full (maybe for almost free ticket prices), home player could be encouraged by the stadium fullness (+1), but the stadium could be almost silent, so away team won't be intimidate
- if home supporter are in love but the stadium is almost empty, for instance because too high price, the few supporters couldn't give a big help to their team and they could not intimidate too much opponents, so the team will play with their form level close to the level that they have.
- we can decide if avoiding to have the crowd effect in order to help the stadium income or find a balance with it.
About the "stadium fullness" concept, it could be the ideal number of the crowd members by comparing with the fanclub member number. So, for instance, 10000 supporters at the stadium could be a big number for a team with 100 members on the fanclub (full bonus), but a little number for a team with 2000 members (little bonus).
==========================================================================
The previous idea could be good like this, but if it likes, we could add something more: the experience effect. The malus of away team could reach the -2 on form BUT it can be thwarted by the experience level:
- tragic experience = full malus
- very good experience = half malus
- superdivine experience = no malus
Of course, intermediate levels has a proportional effect.
====================================================================
Despite I've spent a lot of words, I am pretty sure that the concept is really easy and could be implemented in a similar way with a different tuning or even in a different way. In the way that I written I think that it should have a little impact, as in real situations, but it could make the little enough difference in balanced matches, so it won't make the game too hard because somebody could doesn't care about this without having any malus. Just one thing more to have fun :)
EDIT: I don't think that this idea could affect new players, because if you play with players with solid as levels of primary skills, +1 or -1 of form it's completely negligible. Form begin important when you raise of level.
PS: World cup matches, from the second stage, should don't have this effect, because in the reality situation they play in neutral stadiums.
(edited)
-1
This would be very bad for an underdog in a league.
You are an underdog to begin with, but if you lose a few games then everything gets even worse.
Giving a little advantage to the home team is okay, but complicating things with ticket manipulation is not.
(edited)
This would be very bad for an underdog in a league.
You are an underdog to begin with, but if you lose a few games then everything gets even worse.
Giving a little advantage to the home team is okay, but complicating things with ticket manipulation is not.
(edited)
I though about this situation and I explain you why I think that is not a problem. When you're an underdog, you have players with good or solid as primary skill levels, with strange or default tactics, your ones and opponent ones. +1 or -1 of form doesn't change anything.
For me, it's not a problem for beginners.
Form levels is an aspect of the game that is important in an advanced stage, when you grow in competitive leagues. Not a thing to think too much when you're an underdog. Now I think that this could be a thing that a beginner could not think, making easier the game to understand :)
(edited)
For me, it's not a problem for beginners.
Form levels is an aspect of the game that is important in an advanced stage, when you grow in competitive leagues. Not a thing to think too much when you're an underdog. Now I think that this could be a thing that a beginner could not think, making easier the game to understand :)
(edited)
-1
This would be very bad for an underdog in a league.
You are an underdog to begin with, but if you lose a few games then everything gets even worse.
Giving a little advantage to the home team is okay, but complicating things with ticket manipulation is not.
I agree on everything.
Anyway, I think it would be nice if we can feel the atmosphere in the crowds depending on the spectators.
It's exhausted to hear always the same sound in the match.
Some of my sokker friends said me too.
Maybe a little change in the atmosphere would be ok.
This would be very bad for an underdog in a league.
You are an underdog to begin with, but if you lose a few games then everything gets even worse.
Giving a little advantage to the home team is okay, but complicating things with ticket manipulation is not.
I agree on everything.
Anyway, I think it would be nice if we can feel the atmosphere in the crowds depending on the spectators.
It's exhausted to hear always the same sound in the match.
Some of my sokker friends said me too.
Maybe a little change in the atmosphere would be ok.
Anyway, I think it would be nice if we can feel the atmosphere in the crowds depending on the spectators.
It's exhausted to hear always the same sound in the match.
Some of my sokker friends said me too.
Maybe a little change in the atmosphere would be ok.
It would be cool if the stands were visible in 2D and that there was some sound variation.
It's exhausted to hear always the same sound in the match.
Some of my sokker friends said me too.
Maybe a little change in the atmosphere would be ok.
It would be cool if the stands were visible in 2D and that there was some sound variation.
You can read the first three rows, where I explain the idea. All other words is my idea of implementation ahah :)
(edited)
(edited)
nope do not see it working sorry -1 nice idea but better no
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