ManagerSim April 2016 | Page 21

THE VISION

WHAT'S GOING ON

WITH THE GAME

'Why?' is one of the most direct questions anyone can ask to an established course, establishment or tradition followers.

Why do we need to do all the changes to the game when we could just play the original game?

Does the game become something else?

Where does this end?

All good questions and we are confident we can take things to next stage but sometimes it's more the case of having to do changes than wanting to do changes.

One of the factors is errors in logic and code, other is fairness, a third is lack of support in the game of things that are needed in a modern football management game.

We want game to:

Be easy to pick up and play

Have fair, rewarding logic

Have thriving community

Go Mobile and add audience

Have addictive gameplay

Before the match begins

Pos & side check, morale, star player and player adaptation checks are performed.

First half

Stamina, form, training and experience checks are done.

During the match players move, fight for possession, pass, tackle, shoot, and so on. If anyone is sent off, the team mates will cover his area of responsibility.

Second half

Stamina, form, training and experience checks are done, and this time the disadvantages are higher as players are tired.

Playstyle is about two things:

1. How long to pass the ball

2. How long to hold the ball

Long ball passes longest and holds the ball least.

Move with ball holds ball longest and passes the ball normally as passing style. The other styles are between those.

Aggression, gives small advantage when fighting for ball but comes with a costs of increased chance of a red card being rendered in the process.

Offside trap, with its parameters is more flexible now, so never is 0-15% chance, rare is 15-30% chance, often is 55-70% chance and always is 85-100% chance of an offside trap attempt.