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new feature: teambuidling?

Posted: Sat Aug 27, 2005 3:30 pm
by klaklak
I had an idea: maybe you could add a feature like buying your teamspirit. This could result in paying for a teambuilding-trip.

Posted: Sat Aug 27, 2005 3:31 pm
by Svens0n
Yeah good idea.
Maybe you can spread this trip over 3 simulations or something.

Posted: Sat Aug 27, 2005 6:23 pm
by Randall Rovers
So you would do this team building instaed of training?

You can put this idea in. But it does not affect me because i keep wining games and evenly spread matches to improve morale.

Posted: Sat Aug 27, 2005 7:10 pm
by klaklak
why '...instead of training'?
The teambuilding-course would be useful for teamspirit.
And the trainings err... for the ratings to go up?

Posted: Sat Aug 27, 2005 8:22 pm
by Randall Rovers
So you would train and have a team building exercise?

Suppose this was implemenetd what should be the prize and options?

Posted: Sat Aug 27, 2005 9:25 pm
by klaklak
the price?
you can still discuss the figures I'll be talking about.
SvensOn mentioned an interesting thing earlier. The options could be to spend 1, 2, 3 or 4 simulations on it (which would be explained as a short, medium, long or extra-long trip/exercise) .. of course the simulations must be free of any planned friendly.
For instance if you've got a friendly planned at 18h and 10h+14h+22h are free, then the length of your teambuilding-course would only last 1 or 2 simulations. (2 = medium exercise = 10h + 14h; 1= short exercise = each free simulation)
I suppose it would be the easiest to let a 1simulation exercise boost your teamspirit for 1%,
a 2sim's = 3%
a 3sim's = 6%
a 4sim's = 10%

for a 1 simulation exercise I would suggest a price of 75000
a 2sim's = 175000
a 3sim's = 3250000
a 4sim's = 500000

I realise this would be the option to get teamspirit without making your players tired, so a discussion about the right prices or percentage-gain woud lead us to a consensus.

Posted: Sat Aug 27, 2005 11:37 pm
by Quansey
it's a good idea from the perspective of F & G league teams.
But if you apply this feature to A & B league teams, you'll get a totally different picture.

Those top teams have 3 or 4 full squads of players, their A line-up for league games, and the other line-ups for cup and friendly games.
They use the other squads to earn money in cups and gain back teamspirit by playing friendlies and friendly cups.
If they could buy a certain % of teamspirit (500K is nothing to most of them) they wouldn't need to maintain 4 squads, but could manage with 2 or 3 tops.

That would save them lots of money, which they can use to strengthen their team or their stadium etc. This will definitely result in a bigger gap between the top divisions and the lower divisions.

Good idea, as I said, but it will not give the results you were hoping for.

Posted: Sun Aug 28, 2005 10:53 am
by klaklak
it's ok, I agree
And changing the prices for each league? Would that be easily realizable in the soccerproject-script?
It's the same thing like the standard revenue for stadium advertisement. Which for me (in E) is € 11.250,00, but varies for each league.

Posted: Tue Aug 30, 2005 2:41 am
by beauwaite
i think this is a good idea because this would benifit me. i have not made a transfer since before the season started and i have won 21 games and lost just one yet my teamspirit is just 44 percent..

it would benifit many teams and i for one would use it if it was implemented

Posted: Tue Aug 30, 2005 2:53 am
by Paul_G
Bought and sold too many players and now you have a crappy teamspirit? That's OK... just buy and sell a few more players and use the money you've made to buy teamspirit, too!

Yeah, an implementation of this idea would benefit me personally because I like to buy and sell players. But I'm against changing the way things are now.

If we make it so that you can buy teamspirit, then it defeats the purpose of having teamspirit in the first place, which I presume is to stop people from turning the game into some kind of player stock market simulation. Also its unrealistic... who on earth buys teamspirit?

If we're gonna make a change, then why not add a personality attribute to each player? It would be like aggression, that is not changing over time. Your teamspirit for a game would be the personality scores of your starting 11, averaged out.

Like I said, I'm against making a change at all. But if there are gonna be changes to the teamspirit rules then I'd like to see it in some form where you can't just fix it by throwing money at it.

Posted: Tue Sep 13, 2005 10:15 am
by klaklak
Paul_G wrote: If we make it so that you can buy teamspirit, then it defeats the purpose of having teamspirit in the first place, which I presume is to stop people from turning the game into some kind of player stock market simulation. Also its unrealistic... who on earth buys teamspirit?
Who 'buys' teamspirit?! just like I said: EVERY soccer team that goes on vacations with the whole team at the beginning of each season. And like EVERY teambuildingcourse for team's in many ways, like colleagues at a company.

So it isn't very strange to buy team spirit. It's just the way you implement it