Official Rules
From Olmec Jaguar
Note: This is the draft of the Official Olmec Jaguar Rules. I will take the ideas from the various sections and start to solidify it here.
Overview
Weekly Processing
Sunday
Training instructions are processed for the week. The effect of training includes:
- An increase in skills that were trained
- An increase or decrease in stamina and fatigue
- A chance for injury
In addition "Auction" of players on the transfer list will be processed on Sundays when the transfer window is open.
Wednesday
There will be occasional matches on Wednesdays. These may be league, cup, or friendly matches.
Saturday
Saturday will generally include one match
Any Day
The following activities can take place on any day of the week:
- Entering training instructions prior to the weekly "end of day Saturday" deadline
- Entering lineup-related orders
- Buying, selling, or trading players (provided there's an open transfer window)
- Entering orders for a stadium improvement
Types of Matches
The following types of matches will occur:
- League
- Cup
- Another Cup
- Playoff (Promotion/Relegation)
- Friendlies
All matches will result in revenue for one or both teams. For League matches, all revenue goes to the home team. For Cup, Playoff, and Friendly matches, all revenue is split equally. (need to clarify this further...)
For Friendly matches, revenue is reduced by 50% of a 'normal' match.
Each team will be able to schedule up to 5 friendly matches per season.
All matches including league, cup, playoff, and friendlies will result on skill improvement/reduction along with the potential for injuries.
Player Attributes
Shot stopping
- Shot Stopping (St) is the ability to stop shots from any player. This is primarily a GK skill.
Tackling
- Tackling (Tk) is the ability to make a tackle to get control of the ball or to stop an opponent. All outfield players have some tackling skills, with defenders having the best value compared to midfielders and forwards. If a midfielder or forward has a good rating on this value then they are a kind of Defensive Midfielder (DM). The chance that a tackle from a defender is succesfull will be higher then that of a midfielder or attacker. The chance that a defender will get a booking is smaller then a midfielder or attacker.
Passing
- Passing (Ps) is the ability to get the ball where a player wants it, either in a defensive or attacking way. Also for this ability all outfield players have a passing rating, whereas midfielders have the best value compared to defenders and attackers. Goalies have a small value on this ability. The chance that a pass is successfull or for a midfielder is higher than either a defender or attacker.
Shooting
- Shooting (Sh) is the ability to take a shot at the goal of the opponent. All outfield players have some kind of value on Sh, with an attacker having the edge on both a defender and midfielder (a goalie has a small value). The chance that a attacker will score is higher then a defender or midfielder.
Improvement & Deterioration of St, Tk, Ps, and Sh Skills
- All players will start with a specific skill level in each of the above points. - All skills are "fractional" and go to the "thousandth" decimal place. For example a player's skill isn't 25 for passing, its 25.025 (and the 'fractional' part gets used). However, for 'ease of viewing' some reports will just show the 'integer value' though the full value will be available. - Players can improve/deteriorate via the following methods:
- positive/negative match performance
- aging via matches (a little more skill if you are young gets added...a little skill gets removed if you are older)
- training/coaching
Age
A player has an age of 17-40. After 40, they retire.
Built into the game will be factors that improve players skills. One aspect of that is that the younger they are the more they can improve...however as they get older, those skills diminish (similar to the 'aging' table...but there will be NO mid-season/post-season aging).
Some differentiation will be provided so that GKs can go to 40 while most position players will lose a lot of skill by their mid-30s.
Fitness
Description
This shall be used to identify how fit a player is. This is a number from 1-100 with 1 meaning that the player has VERY LOW fitness and 100 meaning that the player has PERFECT fitness (and may be competing in the decathlon at the olympics). This helps to identify how long a player can appear in a match. A player might be rested and have a high Fatigue rating. However, if that player has low fitness then they might only be able to play for 30 minutes before tiring rapidly.
A player that is injured shall have their fitness lowered appropriately. This should likely be based upon how long a player is out.
Fitness for injured players will depend on the type of injury. A player with a sprained ankle can't work much on his aerobic fitness, while a player with a sprained wrist or bad head wound can keep a higher level of fitness, although not as much as if he had been playing.
Examples
- A player gains 1 Fitness point for every 15 match minutes.
- A player who does not appear in a match but is available loses 4 match points.
- An injured player immediately loses fitness at a rate of 1 fitness point per day on injury.
- All players start a season with a fitness of 70.
Fatigue
Description
Fatigue identifies how tired a player is. If the player has been playing in every match its likely they'll have a lower fatigue number. However if their stamina is high, their fatigue rating will also remain high in that they'll be able to play more.
Examples
- A player loses fatigue points at a per minute rate of (100 - stamina) * .01. Thus a player with a stamina of 50 would lose .5 fatigue points per minute. While a player with a stamina of 90 will lose .1 fatigue points per minute.
- After the Saturday match each week, each player gains 20 fatigue points (no points are gained after the Wednesday match).
- Players start the season with 90 fatigue points
Aggression
Description
Every player is assigned an aggressive rating from 1-100. This rating never changes.
Examples
This needs to be finalized in terms of how it will work...
Happiness
Description
This is a 1-100 number and impacts how well a player plays but is perhaps more tuned into their demeanor during contract negotiations. A sulking player is one who hasn't seen much action. A happy player is one who has been playing a lot of matches. If a player isn't happy, they don't play as well, right? Nor are they as likely to want to re-sign with the team. Also, as contract negotiation time comes, a "low offer" results in a drop in happiness.
Examples
- A player that is available gets 1 happiness point per 15 minutes on the pitch.
- A player who is available and does not play at all loses 4 happiness points.
- All players start with a happiness of 85.
- 1-10 = Outraged
- 11-20 = Surly
- 21-30 = Sullen
- 31-40 = Annoyed
- 41-50 = Fine
- 51-60 = Good
- 61-70 = Very Good
- 71-80 = Happy
- 81-90 = Great
- 91-100 = Ecstatic
Injuries
When
Injuries can occur three times each week:
- During "Sunday" training
- During Wednesday matches
- During Saturday matches
Frequency
Injuries will occur about 2/3 as often during matches as they will during training. So to be clear, there will be injuries during training.
During matches, injuries will have a chance of occurring depending on the minute of the match:
0-15 mins 8% 16-30 14 31-45 24 46-60 9 61-75 19 76-90 26
Extent of Injury
- 50% of injuries will be for 7 days or less
- 38% of injuries will be for 1-4 weeks
- 12% of injuries will be for longer than 4 weeks
Types
Some injuries will only occur during the 'training' portion of the week, while most can occur either during training or in matches.
Here's an initial take on the injury possibilities. It shows the number of days a player could be out for, whether its season or career ending, the general area of the injury, and the diagnosis.
As an example, during training a player could end up with the flu and that would be reported in the "training report".
During a match, the text may read, "he's gone down and is holding his foot"...while the end of match report will then indicate the type of injury: "John Smith has a fractured foot and will be out for 5 weeks"...
min max season? career? Area Injury Diagnosis 1 7 N N face swollen eye 1 7 N N head migraine 1 7 N N head cold 1 7 N N hip bruised hip 1 7 N N foot bruised heel 1 10 N N head bronchitis 1 10 N N head strep throat 1 10 N N foot bruised ankle 1 14 N N head flu 1 14 N N hip strained hip muscle 1 14 N N foot bruised foot 1 15 N N knee sore knee 1 15 N N thigh strained thigh muscle 1 21 N Y face blurred vision 1 21 N N stomach strained abdominal muscle 1 21 N N groin strained groin muscle 1 21 N N foot sprained ankle 1 21 N N leg strained calf muscle 1 25 N N face bruised cheekbone 1 60 Y N back back spasms 1 60 N N back strained back muscle 1 60 N N chest strained rib cage muscle 1 60 N N thigh strained hamstring muscle 1 60 N N knee damaged meniscus (knee) 3 21 N N head concussion 3 60 N N foot strained Achilles tendon 5 30 Y N shoulder pinched nerve (neck) 7 14 N N chest bruised ribs 10 30 N N face scratched cornea 10 30 N N knee hyperextended knee 14 45 N N chest fractured ribs 14 60 N N hip torn hip muscle 14 60 N N knee strained posterior cruciate ligament 14 60 N N knee strained medial collateral ligament 14 90 Y N foot fractured foot 15 300 Y N thigh torn thigh muscle 21 300 Y N groin torn groin muscle 30 90 Y N face fractured cheekbone 30 90 Y N back herniated disc (back) 30 90 Y N chest torn rib cage muscle 30 90 N N knee strained anterior cruciate ligament 30 300 Y N stomach torn abdominal muscle 60 120 N N face fractured eye socket 60 300 Y Y chest torn back muscle 60 300 Y N foot fractured ankle 60 300 Y N foot ruptured Achilles tendon 60 300 Y N leg torn calf muscle 90 180 Y Y head fractured skull 90 180 Y Y knee fractured knee 90 300 N N hip fractured hip 90 300 Y N thigh torn hamstring muscle 90 300 Y Y foot torn ankle ligaments 180 300 Y N knee ruptured medial collateral ligament 254 300 Y Y back ruptured disc (back) 250 300 Y N knee torn anterior cruciate ligament 250 300 Y N knee torn posterior cruciate ligament
To Do
- Come up with percentages/reasons on why an injury occurs in training or a match (like low fatigue/stamina)
- Factor in age to injuries (more as you get older...longer duration/recovery time?)
- Add in some "in match injuries" to the extent that a player goes off for a couple of minutes but returns...
Player Contracts
Here are the basic facts around Player Contracts:
Contract Seasons
- A contract may be signed for 1 to 5 seasons.
- A value will be shown next to the player name labeled "contract".
- If a player is in the final season of their contract, the contract will be listed as 1.
- Once the player's contract is over, their contract will be listed as 0 and they are made available on the transfer list.
- Each team will have a maximum of 70 seasons to spread over all players for their contracts.
Negotiating with a Player On Your Club
- Negotiations can only occur with players on the final two seasons of their contract (so a contract with 1 or 2 seasons left).
- Negotiations can occur at ANY time during the season.
- There is a maximum of three negotiation "chances" per season.
- If, after all negotiation chances are exhausted in the final season of the player's contract and a deal was not agreed to, then the player will move to the free transfer list at the end of their contract (UNLESS the owning team can make a deal with another team before the end of the contract to transfer the player).
Contract Values
When negotiating contracts, the following variables will be included to determine the offer that a player will agree to:
- Skills of the player (the more skills...the higher the value)
- Age of the player
In general the skills will be most important. Age will need to be considered to amend this formula.
Player's wages are calculated using the following formulas:
A = topskill * topskill * topskill * AgeMultiplier; B = topskill * secondskill * secondskill * thirdskill; Wages = (A+B)* 10% Player Value = 800 * Wage Let's say Robin Dewar has these skills: 5, 25, 15, 7. Those represent goalkeeping, tackling, passing, and shooting respectively. Here's how that works for the formula A = 25 * 25 * 25 * 6 = 93,750 B = 25 * 15 * 15 * 7 = 39,375 Wages = 133,125 * 10% = 13,312 Player Value = 13,312 * 800 = 10,649,600 Note that the AgeMultiplier value above uses this formula: Age Range Multiplier 18-21 8 22-23 7 24-28 6 29-30 5 31-34 4 35+ 3
Note that the AgeMultiplier in the A formula above will be used to try to distinguish bad, average, and very good players in terms of value (and thus wages). This formula will be revised as the economics of the other aspects of the game are worked through.
Negotiating Process
There will be a negotiations screen with the following "flow" for each "negotiation chance":
- Manager enters player name, number of seasons they want to sign the player for, weekly wages, and (optional) a signing bonus to be paid.
- Screen returns a response from the player and their agent with their proposed weekly wage and (optional) a signing bonus amount. Based on the offer, the player/agent may simply be agreeing with the offer given or providing different values.
- The manager has two choices:
- Accept the offer which will make the contract official at the wage indicated (and signing bonus if there is one).
- Enter a counter-offer.
- If a counter-offer is entered then the following screen will indicate whether the offer was accepted or not. If it was NOT accepted, one negotiating chance is removed for that player.
Transfer List Players
There will be two types of players on the transfer list:
- Normal Transfers (with a transfer fee to be paid)
- Free Transfers (with a signing bonus to be paid)
The transfer fee and signing bonus will essentially be paid based on a bidding process. Along with those values a team that is interested will provide a weekly wage they will pay and the number of seasons for the contract.
An algorithm will be developed to determine "which bid is highest/best" (since we have a variety of numbers in play) and the player will then move to the new team with a new contract.
There will be two windows during a season where these transfer lists are open. Bidding will occur...and results posted once per week. There will be some level of minimum bidding (in particular for the expensive foreign players).
Private Deals
Private deals may also be made between teams. Players involved in these deals MAY NOT be on the transfer list (where they would be bid upon). In this scenario a transfer fee will be paid.
If a private deal occurs, the team receiving the player would have the player on contract for the "rest of the season" and would need to negotiate a new contract.
Trading of players may be done.
If a private deal is in the works, a team must contact the other using the "messaging system" to check interest. That will then feed a "rumor" page of potential deals in the offing.
Releasing Players
A manager can release a player from his contract by paying up the remainder of his contract (based on his weekly wages). Such a player will then be placed on the Free Player List.
Transfer Window
The Transfer Window will be set by the commissioner. In general there will be two periods each season where the transfer window is open: 1) Prior to the start of league games through the first 2-3 weeks of league play and 2) Near the midpoint of the season.
Each Transfer Window will be open from approximately 4-6 weeks. During this time teams are allowed to:
- Bid for available players on the transfer list (these players may be either from teams inside the league or outside the league).
- Negotiate deals for players not specifically on the transfer list but available for transfer.
- Enter into player loan agreements with other teams.
Bids for players that are on the transfer list will be processed once per week during the transfer window. Bids must meet/exceed a specific minimum value (to be determined).
Outside of the Transfer Window the only player transactional related deals that may occur are such that an existing loan deal can be made permanent or a new contract may be signed for a player already on the team.
Stadium Information
Initial Stadium Configuration
Teams will start with the following stadium size based on their division: 1st Division - 10,000 2nd Division - 8,000 3rd Division - 6,000
Each Stadium has four stands: North, South, East, and West, while each stand has 4 sections: A, B, C, D. This results in the ability to improve your stadium in 16 different sections (although the builders will only work on one section at a time).
Options For Stadium Development
As teams improve and determine they can make more money from ticket sales, their stadium capacity can also be expanded.
All Stadiums start with one "tier". That tier can be improved upon until all sections reach the maximum seats. Then building can begin on a second tier.
Here are the costs associated with expanding each section from the amount of seats it currently has to the amount listed below once construction is completed:
Tier 1
a) 500 seats - cost 125,000 - construction duration: 2 week
b) 750 seats - cost 250,000 - construction duration: 3 weeks
c) 1000 seats - cost 375,000 - construction duration: 4 weeks
d) 1500 seats + 3 executive sky boxes - cost 550,000 - construction duration: 6 weeks
Tier 2
a) 2000 seats + 5 executive sky boxes - cost 725,000 - construction duration: 8 weeks
b) 3000 seats + 5 executive sky boxes - cost 950,000 - construction duration: 10 weeks
c) 4000 seats + 5 executive sky boxes - cost 1,175,000 - construction duration: 12 weeks
d) 5000 seats + 5 executive sky boxes - cost 1,300,000 - construction duration: 14 weeks
Supporters
Each team will start with a specified amount of supporters (slightly different per team). Supporters are used to determine attendance.
Support can also go up or down depending on how a team is performing. For example, if a team is promoted, their supporters go up by 10%...likewise if they are relegated they lose 10%.
Attendance
Attendance should take into account the following factors:
- Stadium Size
- Supporters for both teams
- Record of both teams
- Standing of both teams in the table
- If its an early season game (everyone is "hyped up" to see the first 3 games)
- If the team is in a relegation battle
- If the game is a derby
Ticket Prices and Revenue
For League games the home team receives the revenue (no money given to away team). For Cup games and friendlies the revenue is equally split between the two clubs.
