I always recommend to any manager who reach me for a bit of guidance, to test the players they sign, VS a 1% team 10 levels lower to expose the internal programming of the new player and compare it with the players we have.
Too to expose the Internal (and limited) Contributive Roles (based in 2 powers, Contributive power -aka efficency- and Dominance power -aka Number of animations that a player can take in a live match simulation of 25 animations- that the engine assign internally to our players, and too the Max. Rating Achievable, so to know if, once we signed the player, the system gave him a Role as Key Player.
Here I open this thread to experiment a bit about all this stuff. You guys need to understand that the game is basically a process so it have a way to work by using information/numbers, and ordering them -in lists mainly, because the engine creates 2 lists players to create a Scenario, one for Attacking animations and the second for Defense animations, once list start looking for available players (so those who will not have a Expected rating drop, mainly, so a 7-10-10-10-7 for example here we expect a 10 after the 7, so a Push and the player should be available to participate and be determinant in the upcoming game, yeah?) and then the list and available actions are linked/converted to available animations.
Just a summary of the concept.
So, here the target, is to try to improve the knowledge around this process.
I'll invite you, to share the captures of your new players, the result, in terms of Performance and Rating, after a couple of Tests vs a 1% team enough distant in levels, as to consider your 3*? new player as 9* so, this means that since the engine, can simulate a margin of 180% as Max. distance, your 3* and your 9* will be equal in quality from the simulator viewpoint, so thats how you can Expose the Internal Programming and compare it between your players,
and the things we'll check out will be factors like:
-Ratings that your new player have
-Please, share the Team List page that show the whole team last 5 Ratings of all your players so to see the whole team situation
-When you sign a new player, test him VS a 1% team 10 levels lower and share the team ratings/valorations and reports
-We could too, test the Reserves and Subs because the engine calibrates the Roles that assign, so this mean, that you cant buy 11 players that scored 40 goals last season and expect the same. It limites the Contribution, assign more aggressivity, %injury ratio and a etc.
So this mean that if you already have, inside your reserves, Players with a Jey Role, so very well programmed, even if these are 1% you may not be able to buy a new player from the market, and see a decent role assigned to him. Here is when you need to do the test and sell players to liberate Available Roles.
-We could test the Stability in the Ratings, so the variables:
If a player has, 7-8-7-8-7 // or can reach a Max rating once in a while or x2/x3 times in a row, remember that the max. rating is 9&10, both are the same and that usually after x2/x3 Max. Ratings a Drop comes.
Thats why I tend to synchronize the team ratings for a drop in the whole team, before a CL Final, so I get the push.
But the target here is to try to visualize all this somehow, and have a place where to share captures and track the new signings performance.