The Definitive Guide
This article will endeavour to provide a definitive (or almost) guide to player progression. Having researched a multitude of forum posts from coder extraordinaire Rob Cooper, I think there is now sufficient information to answer the vast majority of questions people have about the youth progression system utilised in FML. In addition I will briefly cover some of the plans that are being considered for future upgrades that will have an impact on this area of the game.
Avoid the green boot like the plague !
So let’s start with space. Each club in FML has room for 50 players to train. Training positions are assigned to a player based on reputation (player reputation increases gradually, much like team reputation, so don’t rely solely on the stars shown). Players outside the training positions (for those with over 50 players) will complain about lack of training facilities (and threaten to leave) based on their rating for ambition (hidden attribute). Future upgrades will see the option to add extra training facilities to your club which will allow more players to train in comfort.
A lot of factors are considered in terms of player progression. The most important, of course, is keeping them match fit. Make sure all your youth players are playing often enough to avoid getting green boots, and make sure you keep their morale at a high level. That’s fairly obvious. It’s the next area that sees a degree of confusion though, playing at the highest level they can cope with. As a base rule players will develop best if averaging 6.8 or better in match performances.
The average used is from the highest level they play at, and here we need to consider how matches are rated in FML. At the top of the list is UFFA (or Super FA) competitions, next will be the competitions offered within your FA, followed by friendly competitions (note: one of friendly matches are the same as friendly competitions), and last on this list are unranked competitions.
To adapt the list slightly further senior matches are rated above youth matches in each category, what this means is there is more value in playing youth in ‘ranked’ friendly youth competitions than there is in ‘unranked’ senior competitions.
On top of all this every minute a player is on the pitch is considered towards progression. So obviously a full match is better than ten minutes as a sub, but every minute is used.
Injuries are worth a brief mention here. At present injuries don’t affect potential at all. But they will prevent a player from training and therefore they won’t develop while injured, given sufficient time lost to injury this can prevent a player achieving his potential. So potential is static in FML, but time is relevant to achieving full potential.
That’s some of the basics out of the way, so let’s look next at a list of the main factors which impact on player progression:
• Player’s Age
• Player’s Potential
• How much football they are getting
• The standard of football they are playing
• Average Rating
• Manager’s skills
• Player’s Ambition
• Player’s Professionalism
• Player’s Work Rate
• Whether the player is injured
• The player’s morale
Not all of these factors are treated equally, but they are all important. So if you have a professional hard working player who is constantly match fit, playing well and happy with your club then he’s likely to be progressing in line with his potential.
Most of you will of noticed two items on that list that are not readily available to the manager: a players ambition and professionalism are hidden attributes that cannot be seen anywhere. However there is an indication of their values. Although not directly related to a player’s progression a player with high determination is more likely to have good scores for professionalism and ambition than someone with lower determination. So use it as a guide in determining rough values for those attributes.
To finish of this week, a quick word on judging potential. JP is concerned with judging the highest ability score a player could reach if he develops properly. It has nothing to do with reputation, although players with a high ability level will tend to achieve higher reputation levels.
Next week we will take a look at coaching skills and what they do, as well as some of the changes brought into 1.2 and beyond (and anything else we’ve missed). Hopefully these articles will help to clarify for you the area of player progression, if there are any particular issues you want more information on then add a comment or send an email.
|Written By Mark Burton
A moderator since May 2008 in a number of beta worlds and now GW Fowler, he strives to highlight the community aspects of FML and inform new & experienced users about future game development.