View Poll Results: As a manager , are you agree with the points mentioned in the Manifesto?

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Thread: Community Manifesto - Top Eleven 2024

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  1. #1
    Dreamer
    Join Date
    Dec 2013
    Posts
    494
    I think we can use wages to limit the %of the skill.

    For example:
    At my team, everyone from 1 star to 9 stars with the same wages of $ 54.
    How if the base wages counted as %of the skill?
    So, 1% skill = $0.045.
    I use the 80%-99% quality for the base/standart of the wages.

    And if a skill is 200%-299%, the wages got multiply by 2
    If a skill is 300%-399%, the wages got multiply by 4
    If a skill is 400%-499%, the wages got multiply by 8
    And so on...

    So the total wages for a player could be:
    $54 + ($54×2) + ($54×4) + ($54×8) = $810

    So, every players have different wages, depends on %of the skill
    This will limit the high %of skill, except if the manager buy a lot of cash
    Last edited by Pangihutan Manik; 09-25-2023 at 04:32 PM.
    khris and vinim like this.

  2. #2
    Spanish Forum Moderator khris's Avatar
    Join Date
    Jun 2013
    Posts
    16,358
    Quote Originally Posted by Pangihutan Manik View Post
    I think we can use wages to limit the %of the skill.

    For example:
    At my team, everyone from 1 star to 9 stars with the same wages of $ 54.
    How if the base wages counted as %of the skill?
    So, 1% skill = $0.045.
    I use the 80%-99% quality for the base/standart of the wages.

    And if a skill is 200%-299%, the wages got multiply by 2
    If a skill is 300%-399%, the wages got multiply by 4
    If a skill is 400%-499%, the wages got multiply by 8
    And so on...

    So the total wages for a player could be:
    $54 + ($54×2) + ($54×4) + ($54×8) = $810

    So, every players have different wages, depends on %of the skill
    This will limit the high %of skill, except if the manager buy a lot of cash
    Thats a good point, the game could perfectly set limits so to control certain distances.

    Thats in the line of what I defended by my side when I was writing about lowering training levels and stadium levels if a team does not perform at certain level, a self calibration would really help a lot and a wider progressive wage could too create a lot of realism.

  3. #3
    Apprentice
    Join Date
    Jan 2023
    Posts
    164
    Quote Originally Posted by Pangihutan Manik View Post
    I think we can use wages to limit the %of the skill.

    For example:
    At my team, everyone from 1 star to 9 stars with the same wages of $ 54.
    How if the base wages counted as %of the skill?
    So, 1% skill = $0.045.
    I use the 80%-99% quality for the base/standart of the wages.

    And if a skill is 200%-299%, the wages got multiply by 2
    If a skill is 300%-399%, the wages got multiply by 4
    If a skill is 400%-499%, the wages got multiply by 8
    And so on...

    So the total wages for a player could be:
    $54 + ($54×2) + ($54×4) + ($54×8) = $810

    So, every players have different wages, depends on %of the skill
    This will limit the high %of skill, except if the manager buy a lot of cash
    This would even make the money useful in the game. Money that, today, is useless. I have 19 billion and I can't do anything with that money. I wish I could use it to buy boosters, tokens, train players by hiring trainers (something that could be created in the game as well), I don't know.
    khris likes this.

  4. #4
    Dreamer
    Join Date
    Oct 2022
    Posts
    459
    Quote Originally Posted by vinim View Post
    this would even make the money useful in the game. Money that, today, is useless. I have 19 billion and i can't do anything with that money. I wish i could use it to buy boosters, tokens, train players by hiring trainers (something that could be created in the game as well), i don't know.
    absolutely correct