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英语 >> 建议
New special attributes (231)
I've an idea about adding some new special attributes as following:
Team Leader: When he is in the match, raise all teammate's skills a little.
Locker Room Bomb: Decrease 1-3 teammate's skills randomly in every match.
Bench killer: Will be better when he substitute someone to play. But will be worse in first lineup
Full of energy: Will have double speed to recover fatigue based on the health center's recovering. But will have a little more possibility to be injured in the match.
Handsome Man: Add some attenders when he is in the first lineup. (Maybe young girls :D)
I also think the "Fit" attribute is not exactly now. It will be better not to keep a constant endurance but let his all skills decreasing speed by half.
Team Leader: When he is in the match, raise all teammate's skills a little.
Locker Room Bomb: Decrease 1-3 teammate's skills randomly in every match.
Bench killer: Will be better when he substitute someone to play. But will be worse in first lineup
Full of energy: Will have double speed to recover fatigue based on the health center's recovering. But will have a little more possibility to be injured in the match.
Handsome Man: Add some attenders when he is in the first lineup. (Maybe young girls :D)
I also think the "Fit" attribute is not exactly now. It will be better not to keep a constant endurance but let his all skills decreasing speed by half.
I would like something like "Natural athlete". He can be trained to 7 in power/speed and he gets less effected by age, but gets 15% less experience from matches.
My suggestion special attributes with Polish forum:
* Ambitious - Player gets random bonuses against theoretically stronger team and better game in Intertional Cups.
* Longevity/Long Spin - Him ability decrease about 50% slower than other competitors/players.
* Excellent Slide - The chances of tackling or interception ball are much larger.
* Energetic - Slowly loses energy and receives a small bonus to the stamina.
* Executor - If a player enters from the bench reserve and him team draw or loses (now). This player gets respectively bonus: 0,75 ball or 1,5 ball to shoot.
* Body Fight - Players gives bonus to strenght, when is located in the sector 1,2,4 and 11,13,14.
* Unstable - Growth experiences per a match is random and it is the experience base + random from a base value in the range of -25% to +25%.
* Solid Substitute - The player plays better, when enter the reserve bench, playing worse than/since the first minutes. = Bench Killer = Super Sub
* Medieval (Life) - Him ability decrease about 25% slower than other competitors/players.
* Tactician - Gets a bonus to tactics has a better chance take better decisions, whether passing or shooting (discharged).
* Setting wall - Goalkeeper has a better chance to defend at free kicks.
* Burn (professionally) - His skills after age 30 decrease two times faster than normal.
* Alive wall - If the average in the team is smaller by at least 0.25 or more balls, player gets a bonus of 1 ball to block.
* Star - Attendance +10%, if the player is in the top 11 best players of the team.
* Bashful - The player playing weaker against teams much better (when the team is worse by at least 0.25 balls).
* Obtuse - Gets a penalty to tactics has a lower chance take better decisions, whether passing or shooting (discharged).
Long Shoot - Version 1: The player gets a 50% lower penalty for shots from larger distance. Version 2: The player has improved (bonus ball shooting) shoot about 10% of value passing + strenght.
* Temper/Absolve - The player often absolves takeover/caching passing;
* Clever - training costs amount to 90% of the base value.
* Defensively tempered - often going backwards to catching ball and help in defense, faster loses energy.
* Offenssive tempered - often going forward to support attack, faster loses energy.
Sorry, my english (I learn no long time).
* Ambitious - Player gets random bonuses against theoretically stronger team and better game in Intertional Cups.
* Longevity/Long Spin - Him ability decrease about 50% slower than other competitors/players.
* Excellent Slide - The chances of tackling or interception ball are much larger.
* Energetic - Slowly loses energy and receives a small bonus to the stamina.
* Executor - If a player enters from the bench reserve and him team draw or loses (now). This player gets respectively bonus: 0,75 ball or 1,5 ball to shoot.
* Body Fight - Players gives bonus to strenght, when is located in the sector 1,2,4 and 11,13,14.
* Unstable - Growth experiences per a match is random and it is the experience base + random from a base value in the range of -25% to +25%.
* Solid Substitute - The player plays better, when enter the reserve bench, playing worse than/since the first minutes. = Bench Killer = Super Sub
* Medieval (Life) - Him ability decrease about 25% slower than other competitors/players.
* Tactician - Gets a bonus to tactics has a better chance take better decisions, whether passing or shooting (discharged).
* Setting wall - Goalkeeper has a better chance to defend at free kicks.
* Burn (professionally) - His skills after age 30 decrease two times faster than normal.
* Alive wall - If the average in the team is smaller by at least 0.25 or more balls, player gets a bonus of 1 ball to block.
* Star - Attendance +10%, if the player is in the top 11 best players of the team.
* Bashful - The player playing weaker against teams much better (when the team is worse by at least 0.25 balls).
* Obtuse - Gets a penalty to tactics has a lower chance take better decisions, whether passing or shooting (discharged).
Long Shoot - Version 1: The player gets a 50% lower penalty for shots from larger distance. Version 2: The player has improved (bonus ball shooting) shoot about 10% of value passing + strenght.
* Temper/Absolve - The player often absolves takeover/caching passing;
* Clever - training costs amount to 90% of the base value.
* Defensively tempered - often going backwards to catching ball and help in defense, faster loses energy.
* Offenssive tempered - often going forward to support attack, faster loses energy.
Sorry, my english (I learn no long time).
Hi Mat, I cant read most part of your message, is it in polish?
Yes in Polish! Slowly I translate into English :) Sorry, I need time :)
LOL, take your time. I see that you are progressing.
I hope you understand me (my english):)
Sure, I find some of them very nice.
Personnaly, I like the following skills:
Team Leader,Popular, Super sub, Ambitious, Longevity.
I think that adding more skills to players allows diverse stratagies about hiring players. Some of the existing skills do not seem useless to me. For exemple, the "sprinter".
Personnaly, I like the following skills:
Team Leader,Popular, Super sub, Ambitious, Longevity.
I think that adding more skills to players allows diverse stratagies about hiring players. Some of the existing skills do not seem useless to me. For exemple, the "sprinter".
I think similarly. More skills to players allows diverse stratagies about hiring players.
I think that the negative skills also need to add. In order to increase diversity. :)
I think that the negative skills also need to add. In order to increase diversity. :)
Yes, it is true, you are right. I only wanted good skills in the first place, because I almost never buy players with negative skills...LOL
i personally would like more special attributes who have a negative and positive effect so that managers can use more diverse players that fit their tactic.
Hi there, below are my ideas.
MARKING(trainable) - player gets a small dueling and blocking when one opponent is close to the penalty area (+0.25 dueling, +0.25 blocking, when only one opponent is in areas 2,3,4,6)
WHY? Defenders have a low number of special attributes, will reduce number of goals scored by fwds with sprinter/dribbler
FOCUS/CLEAR MIND(non-trainable) - player gets 0.5 ball bonus tactics and small scoring if there are more than two opponents near to him (+0.5 tactics, +0.25 scoring when 2 or more opponents are in the same square)
WHY? Show the value of really good players, which can take on more opponents.
CROSSING(trainable) - Wingers receive 1 ball power when attempting a cross. (+1 power when a player attempts a pass from areas 8,10,11,13 to areas 12,14)
WHY? Most low peer managers do not use the wings as much as the center area of the field. This would be a good attribute for counter-attacks.
VOLLEY SHOT(trainable) - player is most likely to shoot if he receives the ball from a throw-out, corner or free kick, gets small scoring bonus (+0.5 scoring when ball is received above type of kicks)
WHY? Throw-outs are underrated in this game, free kicks are mostly used for direct shoots.
CARD ALARM(non-trainable) - player plays weak after receiving a yellow card. (-0.25 all trainable attributes after receiving a yellow card)
WHY? IRL players play weaker when they know to have a card, not to get suspended.
SHORT(non-trainable) - Player has smaller changes of reaching the ball in a corner situation, receives a small speed and tactics bonus. (-50% chance to hit the ball in a corner situation, +0.25 speed, +0.25 tactics)
WHY? IRL smaller players are more agile and tactic.
HEAT(non-trainable) - Player plays better in the last 10 minutes of the game. (receives +0.5 to all trainable attributes after 80th minute of the game, bonus is cancelled after break, for cup games.)
WHY? Best thing to raise expectations of a comeback for managers that watch the game live :)
I'm awaiting your feedback.
MARKING(trainable) - player gets a small dueling and blocking when one opponent is close to the penalty area (+0.25 dueling, +0.25 blocking, when only one opponent is in areas 2,3,4,6)
WHY? Defenders have a low number of special attributes, will reduce number of goals scored by fwds with sprinter/dribbler
FOCUS/CLEAR MIND(non-trainable) - player gets 0.5 ball bonus tactics and small scoring if there are more than two opponents near to him (+0.5 tactics, +0.25 scoring when 2 or more opponents are in the same square)
WHY? Show the value of really good players, which can take on more opponents.
CROSSING(trainable) - Wingers receive 1 ball power when attempting a cross. (+1 power when a player attempts a pass from areas 8,10,11,13 to areas 12,14)
WHY? Most low peer managers do not use the wings as much as the center area of the field. This would be a good attribute for counter-attacks.
VOLLEY SHOT(trainable) - player is most likely to shoot if he receives the ball from a throw-out, corner or free kick, gets small scoring bonus (+0.5 scoring when ball is received above type of kicks)
WHY? Throw-outs are underrated in this game, free kicks are mostly used for direct shoots.
CARD ALARM(non-trainable) - player plays weak after receiving a yellow card. (-0.25 all trainable attributes after receiving a yellow card)
WHY? IRL players play weaker when they know to have a card, not to get suspended.
SHORT(non-trainable) - Player has smaller changes of reaching the ball in a corner situation, receives a small speed and tactics bonus. (-50% chance to hit the ball in a corner situation, +0.25 speed, +0.25 tactics)
WHY? IRL smaller players are more agile and tactic.
HEAT(non-trainable) - Player plays better in the last 10 minutes of the game. (receives +0.5 to all trainable attributes after 80th minute of the game, bonus is cancelled after break, for cup games.)
WHY? Best thing to raise expectations of a comeback for managers that watch the game live :)
I'm awaiting your feedback.