View Full Version : SG United 2012?
http://i.imgur.com/Q05FG.png
Howdy.
I'm losing interest in this year's FM. So after a new project to revive my interest.
How many of you would be interested in an SG United this year?
Any suggestions on how to do the attributes set up? I don't think we've completely cracked it just yet.
And yes Fili, i will be dragging you into the creation process (Y)
Daz
Azrael 12-01-2012, 06:25:PM I think I've got a goodd grasp on how to edit attributes, but not from scratch. I meant to investigate that once, but haven't.
Anyway, SG United sounds good, but you're also welcome to take over the SG Succession game.
Filipower 12-01-2012, 07:19:PM Yes! I think this year we should go for broke and have enough people to have a good reserve squad. I'm talking about newer posters and/or people who sign up last, we could even edit their ages and make it so SG Utd has more longevity as a game!
Sir Calumn 12-01-2012, 07:24:PM I would enjoy participating but I really dont have the technical skill to be of any use I fear...
Filipower 12-01-2012, 07:27:PM Don't worry darling, really what we need is ideas and participants! :D
I think I've got a goodd grasp on how to edit attributes, but not from scratch. I meant to investigate that once, but haven't.
Anyway, SG United sounds good, but you're also welcome to take over the SG Succession game.
What would be your suggestion? Giving people a max total and choosing every stat? Or the usual "5 weaknesses, 5 strengths" kind of thing?
Succession game is becoming more and more appealing. May consider at some point.
STML1 12-01-2012, 08:52:PM Sounds very interesting. I would be something like 16 pace 17 acceleration with no first touch, technique or passing skills. (H)
Sir Calumn 12-01-2012, 08:58:PM I would just max out Influence so you'd all have to make me your captain!
rpvankasteren 12-01-2012, 09:49:PM Random CA/PA with just a couple of strong points per player could be good.
Sir Calumn 12-01-2012, 09:54:PM You're still here!?
Filipower 12-01-2012, 10:08:PM Ruuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuud!
rpvankasteren 12-01-2012, 10:24:PM Of course I'm still here. Who else is supposed to delete the unapproved spam posts?
Sir Calumn 12-01-2012, 10:30:PM Good for you! You should get a distinguished service medal or something...
Azrael 12-01-2012, 11:05:PM I think maybe 60-90% of people's attributes should be given off a standard for every position, sort of like last time, and then given a set of CA points to divide between the stats, perhaps with the attribute weighting table (I have and Horatiu has posted it too), so they divide them accurately. Basically, if I start with 150 CA, most of it would be molded according to my chosen position/role. If I have 10 to spend as an ST for example, I could use 6 on a +1 for Pace and 4 on a +4 for Tackling.
That might get complicated and laborious, but it'd ensure players are generally apt for their roles as well as unique.
That sounds rather complicated and quite a bit of work. Can you link to this "attribute weighting table"?
I reckon it's worth getting an application thread open soon to get an idea of numbers. Just taking names and positions to start, and then we can get people to fill something in later on once a decision has been made.
Azrael 13-01-2012, 09:52:PM http://www.soccergaming.com/forums/showthread.php?t=172075&page=2
Linked the page and not the post because there's an error in the table that I addressed afterwards.
Right, so basically we could give everyone a budget of somesorts.
What i've done in the past is basically let the PA dictate the specific value of an attribute. So, say someone picks "passing" as a strength, i'll set it at 20. But if they have a PA of 120, obviously it's not going to actually be 20, so the database will automatically lower it to fit in line. But it'll still be a strength of that player.
yoyo913 14-01-2012, 05:18:AM An option is to have every one select "Low/Medium/High" with all the attributes (if you feel lazy and don't want to do them all then just leave it blank and we random it). Then we give them a CA and the game will automatically bring them at the right level.
To be smart with that you will need to strategically place your Lows in order to make your Highs stronger. So if you chose high on everything it isn't necessarily a good thing.
Low could be 5, medium 10 and high 15, the game will automatically raise them accordingly. It will mean the gap between them is 5, if you want we could bring it closer and have 8/12/16.
Pizarro14 15-01-2012, 06:31:AM OhEmGee kekeke. (H) **** yeah sign me up!
http://static.guim.co.uk/sys-images/Film/Pix/pictures/2009/12/28/1262005582973/Team-America-World-Police-001.jpg
An option is to have every one select "Low/Medium/High" with all the attributes (if you feel lazy and don't want to do them all then just leave it blank and we random it). Then we give them a CA and the game will automatically bring them at the right level.
To be smart with that you will need to strategically place your Lows in order to make your Highs stronger. So if you chose high on everything it isn't necessarily a good thing.
Low could be 5, medium 10 and high 15, the game will automatically raise them accordingly. It will mean the gap between them is 5, if you want we could bring it closer and have 8/12/16.
Yeah, that's similar to what i have done previously. Mainly let the game do most of the work. I think we could be a bit cleverer this year in terms of giving people a bit more freedom/control over each area. Instead of the usual "5 strengths/5 weaknesses".
I'm due delivery of new computer tomorrow, so once that's up and running i'll be looking into things a lot more.
Right, Fili and myself will starting to get this in action in the coming week!
We've decided to go with the attributes scheme Horatiu suggested. So everyone will select High/Medium/Low for each attribute. And letting the game provide the specific figures. The idea behind this being that it'll adjust the attributes in line with the CA. So the more Highs you choose, the lower that figure will actually be.
yoyo913 08-02-2012, 07:10:AM Yes! Yes! I really like the previous SGUs where we had more control over attributes, except in the past there was more confusion with how it worked. The way its done this year will hopefully yield nice result.
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