waynie wrote:Thanks for your feedback alkis & robert.
Robert, how do you get around this problem of the ageing PM? At the moment, I’ve put my PM in goal and am training him in handling…around 120 pts now. It’s good fun coz he’s leaking goals, meaning that the scorelines I get are all very exciting. From what another poster said in an earlier thread, the PM can reach 200 in keeping and age forever in goal.
OK, first to be clear, I only use the Player Manager until the team is so good that they can win by themselves. I play the game as a game for those first three or four seasons but after that I am just harvesting it for players to make elite KO2 teams. I always start the game with the Player Manager as a Striker (if I don't get one I restart) because you need someone who can kick straight. He'll need at least 150 shooting, or expect shots to fly off at 45 or even 90 degrees when you want to tap into that empty net.
The aim for the first two seasons is to get promoted and win the cup. This way you start the 3rd year in the top division with enough money to buy anyone decent who appears in the transfer market (particularly on the first day of the season when the new 18 year olds are generated).
There is simply nothing worse than seeing a great player appear on the first day and then having to haggle. If you lose the negotiation then he WON'T be there next week and he's lost forever.
waynie wrote:The reason I’ve decided to get into the game is to give KO a bit of a role-play feel. So rather than play 20 single player games on the trot, I’d be playing 20 games, interacting with the players in between games and hopefully winning some silverware at the end. At the same time, I’d be playing PM as a management sim where I actually have an influence on the results as opposed to watching tiny dots. Ultimately, if/when I get a better understanding of the tactics, I’ll probably want to try my hand at custom making some of my own, which will hopefully complement my KO2.
Lots of different aims there. PM is a great game to play purely as a game. But once you have played for several years and experienced the joy of loading your hard-earned squad and tactic into Kick Off 2.....well, it's all about maximising their potential as a Kick Off 2 team. The linking of these games really was the master stroke of the whole genre.
I recommend that you get into tactic design quite quickly. Don't start from scratch - start by modifying 4-2-4. Just by using the tactic engine you will observe and learn MUCH about how the game AI works, and the players behave in 4-2-4 and others. You'll notice plenty of weaknesses to remove (and exploit when others are using it!)
waynie wrote:I shan’t be back @ work till 5th Jan, so I wont be at the office on fri, thanx for the invite tho. My KO2/PM tuition will have to wait!
From what I have read and seen, it appears that the four disciplines (handling, tackling, shooting and passing) can fluctuate depending on training, regular games and age. But the other attributes such as agility, pace and aggression don’t really change over a player’s career. Also a player’s value is pretty much proportional to these stats and this may account for why no-one seems to look to the lower price categories for bargains on the transfer market. In fact a player’s valuation is often taken as an indication of that player’s quality, i.e., expensive players are all good players, age considered. Is this correct?
The skills: Keeping, Tackling, Passing, Shooting go up with age, or stay the same, but never go down. The skills change once per year - at the end of the season, when the new season is being generated. Depending on whether the player is a Keeper (Keeping), Defender (Tackling), Midfielder (Passing) or Forward (Shooting) at the end of the year, they will experience an increase in this primary skill in time for the next season. Note that you can RE-TRAIN players just for a few weeks to boost weaker skills in order to make them more rounded individuals. Two other factors come into play: the lower the skill, the more it is likely to increase (ie the closer it gets to 200 the less it increases each year): also the higher your player's Agility, the more of an increase you'll get (this is theory not fact).
Many of the rules of PM are only theory by the way - they are from observed behaviour but cannot be proven. I sent Dino a list of questions about PM last year and it was clear that he remembered less that I already knew.
With the abilities: Pace, Agility, Stamina, Resilience......these start low at age 18, then increase up to the peak at about age 23, and then typically decline thereafter. Sometimes these abilities can make a comeback for a season or two in the later 20's but generally they are on a decline after 23.
The player's value is generated by a simple algorithm that sums the above out of a maximum of 200, then includes other factors such as height, weight etc. The most expensive player we have created without hacking had a value of 1704k. Players on hex-edited teams seem to have reached values of approx 1950k. My guess is that 2000k is the theoretical limit.
Please note that we have discovered a hidden statistic called Flair. This exists in KO2 but has not been proven to exist in PM. The effects of Flair are unknown but my own theory is that it merely affects the player's behaviour when it is being controlled by the AI.
Hope all of this helps.
Alkis... be sure to copy and paste all of this stuff, it can form the basis of my PM section in The Aftertouch.