Secondary Player Attributes (Draft)
From Olmec Jaguar
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Age
A player has an age of 17-40. After 40, they retire.
Allansellers 16:13, 2 December 2007 (CST)
I believe 40 is to much, it's better to make that 35 or 36
--WickedWillie 13:23, 3 December 2007 (CST)
Well, maybe the retirement age could be higher for GKs? Many top GKs keep playing until they are 40 (most notably Dino Zoff, who was a World Cup winner in his 40s), while outfield players tend to go into decline in their mid-to-late-30s, dependent on individual fitness and ability. Maybe it could be done on probability starting at, say, 35 for outfield players and 38 for GK?
Andybushby 13:00, 5 December 2007 (CST)
Stamina
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 stamina and 100 meaning that the player has PERFECT stamina (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 value. However, if that player has a low stamina then they might only be able to play for 30 minutes before tiring rapidly.
A player that is injured shall have their stamina lowered appropriately. This should likely be based upon how long a player is out.
Allansellers 16:13, 2 December 2007 (CST)
Good description
--WickedWillie 14:33, 4 December 2007 (CST)
Stamina for injured players could 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 stamina, although not as much as if he had been playing.
Andybushby 13:02, 5 December 2007 (CST)
Examples
- A player gains 1 Stamina 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 stamina at a rate of 1 stamina point per day on injury.
- All players start a season with a stamina of 70.
Allansellers 16:13, 2 December 2007 (CST)
I presume each player may have a different maximum Stamina level, as some players are just more able to keep fit than others.
Andybushby 13:03, 5 December 2007 (CST)
I don't think that there's a problem with players playing to 40 or even beyond, but the cost in terms of ability should be significant. The drawback in terms of realism with the current system is that a player has virtually no chance of playing beyond six or seven seasons. Realistically, some players will play into their 40's, but they are few, and their playing time is limited. Also, they don't need to be worthless bench warmers either. Some of these guys are useful players, if limited in terms of playing time.
--Phil 23:27, 15 December 2007 (CST)
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.
Allansellers 16:13, 2 December 2007 (CST)
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
Allansellers 16:13, 2 December 2007 (CST)
Aggression
Description
Every player is assigned an aggressive rating from 1-100. This rating never changes.
Allansellers 16:13, 2 December 2007 (CST)
Examples
- I'll need a math expert to put something together here on the chance per minute...the higher the number...the more the chance of foul/booking.
Allansellers 16:13, 2 December 2007 (CST)
It should not necessarily follow that every older player has a fatigue factor higher than that of every player younger. Some, but not all, players might hold some stamina as they age. Of course, their skills might still decline independent of this.
--Phil 23:35, 15 December 2007 (CST)
Intelligence/Leadership
How does this impact the game? How does this get adjusted? Does getting older really make you "smarter" or give you more leadership skills? Can/do you coach this? Do too many leaders on the pitch result in a dilution of this?
I guess I need this expanded if people want to use it.
Allansellers 16:13, 2 December 2007 (CST)
Good leadership should make the DF or MF function better as a unit. Getting older gives players more experience, and some players are "smart" enough to make use of it while some aren't. Maybe the Leadership effect could reflect that. I can't see how it can be coached, other than through match time. Maybe a good coach could remind the player of particular situations he has been in, but I can't see any other way of influencing it.
Too many leaders on the pitch? A certain recent manager over here said he had eleven captains on the pitch, although that might not be a recommendation as he is now "between jobs". You could argue that one leader in each of DF & MF is as many as you can make use of.
Andybushby 13:12, 5 December 2007 (CST)
This seems a little arbitrary and ambiguous for me. On one hand, we're going to have multiplier if you have a leader on the pitch, but we're going to have a negative multiplier for multiple leaders? That sounds complicated.
--Phil 23:41, 15 December 2007 (CST)
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.
Allansellers 16:13, 2 December 2007 (CST)
You might want to match current Happiness level against a hidden value, as some players are happy, or realistic, enough to ride the bench for several games at a time, and appreciate that they have been substituted for tactical reasons, or are too tired or just not playing well. That might also increase with age.
Andybushby 13:14, 5 December 2007 (CST)
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
(the above are ideas...perhaps something more like "wants to be at club forever").
Allansellers 16:13, 2 December 2007 (CST)
Again, the level change could vary according to the player and/or his age. Older players may appreciate the chance to rest a bit more, but then again they might be more anxious to seek regular football at a different team. That would vary between players.
Andybushby 13:16, 5 December 2007 (CST)
I wouldn't want to see this variable overwhelm other elements of the game. Some players react fine to little playing time, especially those of lesser skills. I think of the example from baseball: the pinch hitter. Some players are good at coming off the bench and excelling. College basketball, too. Some guys are skilled at coming in as the "sixth man" and playing like starters.
--Phil 23:44, 15 December 2007 (CST)
