I thought it would be better to expand on the work that we're currently undertaking so you have a better idea and it also includes some changes as well as new work based on the feedback on our forums as well as the Google Hangouts. I think this is quite a detailed summary and it's a lot for you to take in and digest. So grab yourself a brew, sit back and read on...
Multiplayer Design Description
The improvements made to the backend Match Engine in the Single Player game will be ported back to PHP and used in the multiplayer game.
Overview of the engine improvements:
Formation balancing - improved the results obtained with modern formations.
Player Ratings have an exponential value in a match, so the better players will be even better for your team.
Added more formations such as 4-2-3-1 narrow and 4-4-2 narrow diamond. Also made some alterations to existing formations so that they perform better in the match engine.
Made player position penalties harsher. Examples include fullbacks not playing as well in a 3 man defense, wingers not playing as well one position infield from the wing etc.
Removed some player / team instructions / styles that were covered by other options that have been left in.
Attacking Style means there is an increased contribution from your midfielders against the opposition's midfielders and defense on the designated side of attack. Some examples of the effects of this are: An opportunity to exploit a 3 man defense as they score poorly for left and right sided defense, so playing with wingers will be successful; Trying to play down the middle with less midfielders in the centre than the opposition will worsen your midfield contribution to attack.
Selecting a Playmaker will skew the attacking style slightly based on the playmakers position.
Passing Style “Short” improves defense slightly, worsens attack slightly.
“Direct” improves attack slightly, worsens defense slightly.
“Longball” bypasses the midfield vs midfield “battle” and produces a slightly random result - works well for underdogs, quite random in success for better teams against worse teams.
“Slow” improves defense slightly and reduces fitness loss slightly
“Fast” improves attack slightly and increases fitness loss slightly
“Own Area” improves defense slightly and reduces attack slightly
“All Over” improves attack slightly and reduces defense slightly.
As before - self explanatory
As before, increased aggression = better defense at expense of increased changes of cards.
[*]Improved match stats such as possession, corners and shots and player match ratings that are produced.
UI / Commentary
The score centre will be an improved to look more like the single player one (if there is time to do this).
The commentary improvements from the single player game will be moved across (if possible, needs looking into)
SQUAD SIZES / ECONOMY
The algorithm for calculating a player's value has been changed to also include the player's potential rating and their morale, as well as what was taken into account before: rating; age; position.
The players potential rating is the same value that is worked out on a daily cron and used in the single player game.
As a player's morale decreases, so does his value. This should help stop “player hogging” as players who are not played and develop concerns will now also lose value. This should also help smaller clubs pick up better players for cheaper than their value and increase that value as the players morale increases.
Player values will be the same for all clubs looking at the same player, meaning big clubs can compete for players again. There is a small range from the minimum bid possible and maximum bid possible. To increase the emphasis on cash in the game, clubs with more cash have a greater max cap to bid for a player.
Players are also worth the same when offering in part exchange deals. There is no longer one chairman valuing a different from the other.
Player wages are being drastically increased for better players, this should help stop “player hogging” and force people to sell top players they are not using.
Player concerns can no longer be bought off.
Player concerns will remain with 5 levels of concern, and run 3 times a season, meaning a player would finally leave a club after 1.66 seasons (if seasons are 3 months, then after 5 months).
Transfers auto collapsed after 7 days instead of 14.
Increase the number of loan players you can take in from 3 to 5 players.
More intelligent loan / transfer bids from AI teams. Clubs will only make bids for players that would actually get game time, needs to look at squad and decide.
Can only do cash-only deals for players at unmanaged / external clubs.
Can no longer set players to unavailable or set a minimum fee.
Remove Holiday Mode.
Keeping the number of days you have to log into a game world to be every 30 days.
Have it so that a team plays worse when you are only logging in every 30 days to keep the team. Reduce player ratings passed into match engine when not logging in at least twice a week.
CHEATING / SMFA
When caught cheating, there will be no deals between the two managers for a week.
The SMFA won’t block transfers now as the player values have been adjusted to prevent unfair deals / noobs getting fleeced.
Allow them to send a support ticket in which will be read by human.
NEW USERS / GAMEWORLDS
Game World Search
We have devised an algorithm which will calculate a rating for a Game World based on how active and social the game world is. A more social Game World has friends that are all friends with each other (more deeply linked). Higher scoring Game Worlds will appear higher on Game World searches / listings.
Game Worlds will also be grouped by a language so that english speaking players will be directed to english speaking game worlds etc.
Game World search is also getting a redesign which is beyond the scope of this document.
Game World Reputation
Game Worlds that have 15+ active managers will be classed as a “High Reputation Game World” and will only be accessible to users with a reputation of 42+. These Game Worlds will not show in searches or be available to new users unless they have been given a referral code to get in.
“Low Reputation Game Worlds” will be classed as Game Worlds that have been created for new users specifically, or Game Worlds that have dropped below 5 active managers. These Game Worlds will be the ones accessible to new users.
It is hoped that by keeping new users away from “High Reputation Game Worlds”, the quality of these Game Worlds will remain high, and it also means that Game Worlds that are dying and become “Low Reputation” will be given a shot in the arm by flooding new users in when they get to pre-season.
“Dead Game Worlds” will be closed down when there is only one active manager left in them.
New users (Rep
STADIUM BUILDING / ATTENDANCES
The max capacity a stadium can be built to is currently 24,000 which is not enough for smaller clubs coming from lower divisions to remain competitive. This will be either be increased to a more realistic value.
Revise the algorithm that calculates the attendances a club receives so it's more line with their current success.