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Thread: New features for game

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Kevinrana New features for game 12-15-2016, 05:13 PM
LeManiaque Thanks for sharing some... 12-15-2016, 07:04 PM
woopypooky How about a range of 10% -... 12-20-2016, 01:49 AM
LeManiaque That's a good suggestion 12-20-2016, 04:19 AM
Killroy Some ideas for the game are:... 12-20-2016, 07:12 AM
Neo_5678 Thanks guys for giving best... 12-20-2016, 07:25 AM
Allen Deun It would be awesome if add a... 12-27-2016, 10:11 AM
Bunzo Simple because it would not... 12-27-2016, 11:02 AM
Bunzo Also I managed yesterday to... 12-27-2016, 11:05 AM
cookizzz 'Buy now' is actually... 12-28-2016, 06:15 AM
Toxcatl It is against both logic and... 12-27-2016, 11:02 AM
CM-16 1. Pre Season Friendlies as... 12-27-2016, 12:44 PM
Toxcatl The problem with most of the... 12-27-2016, 04:55 PM
LeManiaque 4, instant reserve player is... 12-27-2016, 05:41 PM
CM-16 Now I got new ideas for the... 12-28-2016, 11:13 PM
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  1. #1
    Famous Toxcatl's Avatar
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    Quote Originally Posted by woopypooky View Post
    How about a range of 10% - 25% drop of quality differently for each players for new season. I am sure its not hard to implement since every player training speed is different and that have been implemented.
    Quote Originally Posted by Kevinrana View Post
    please add a feature that club have one or two seats available for that one or two players that only these two player can't decrease 20℅ after a season end but those players can decrease only 10℅ or 5℅.
    It is against both logic and the game mechanics. Players don't lose quality when you get a promotion, it's an illusion =] Let me explain.

    There're two "quality measuring units" linked to each other: percentage and overall quality (OQ). Like, 104% (41). 1 point of OQ always equals 4%, just believe me.
    And there's a threshold. It is set on OQ=0 for a 1st level manager and goes up by 5 every time she or he gets a promotion (5 on lvl 2, 10 on lvl 3, 15 on lvl 4, etc.).
    For example, let's look on a player in a lvl 4 team with quality 104% (41). The threshold for lvl 4 is 15.
    41 - 15 = 26
    26 * 4% = 104%
    On the next level he will be 84% (41), because the threshold will be 20. But the OQ stays the same, 41. So if a player doesn't lose 20% that actually means he gains quality when you get a promotion. It would be strange, don't you think so?
    Last edited by Toxcatl; 01-06-2017 at 10:51 AM.
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  2. #2
    Pro CM-16's Avatar
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    1. Pre Season Friendlies as Testing for the team rather than straight into Cup Match and NIVEA Super League Match No.1 (In which for the former one, I rarely won without power training)
    2. Friendlies help increase training bonuses
    3. Youth Academy costs less than 10 tokens instead of 15, free player should be 3*
    4. Instant reserve player that can be loaned for 1 token per day per player. This helps if your team suffered from injury storm and you ran out of med packs
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  3. #3
    Famous Toxcatl's Avatar
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    The problem with most of the suggestions I've read is they're making player's life easier ad simplier. But it ruins the balance, guys, think about it!
    A game is supposed to be tough, at least sometimes. Fun comes with success, success comes with skill, skill comes with struggle. No pain, no toys =]
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  4. #4
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    4, instant reserve player is interesting and new, a token penalty to adopt a player for 1 match. It's a tricky "price point" because you can buy red, or tokens+ cash buy a transfer player.

    But to generically borrow a 99% player, maybe a token range depending on position, SA, and "rating history".

    It's not a full loan system, but it is a new idea from CM-16

    Again like Tox said, it changes things... Do you blow your 35tk on a single game full of 99% subs?
    Last edited by LeManiaque; 12-27-2016 at 05:44 PM.
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  5. #5
    Pro CM-16's Avatar
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    Now I got new ideas for the Youth Academy


    After certain amount of days, you'll be rewarded with homegrown academy players depending on your Youth Academy level (for example 2 for level one and the numbers increase each time you level up the facility) and they are all ranging from 2 to 5 stars. Then we will choose 1 free player from the 2 star roster and if we decide to add more, we are given opportunity to sign more using tokens and I'd like these prices :


    Adding 1 player costs 1 Token
    2* players cost nothing
    3* players cost 1 Token each
    4* players cost 2-3 Tokens each
    5* players cost 3-5 Tokens each

    At least I'm saying this because you're only given 2 players with the higher one being priced more than 10Ts and occasionally they are in the position that you don't really need (example you are running 4-5-1 V formation but rewarded with an MR and an AMC).

    Then the players you don't sign will be added to the transfer market as Nordgens (because I don't think Nordeus will like U-30 free agents) available for other managers to put their buttloads of tokens on
    Last edited by CM-16; 12-29-2016 at 01:10 AM.
    Love The Nationality Games Here!

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