Sunday, 30 November 2008

Podcast Launched

Welcome to the first ever yourfml.com podcast.


I have tried to keep it a nice length at around 20mins, ideal for a listen during a break, or when you have a spare half an hour.


This is my first attempt at a podcast as you will no doubt tell from the quality, however I'm sure there will be progress made with every podcast.














Powered by Podbean.com



As always I would welcome your feedback on the podcast so please feel free to comment on this page or by emailing me at martinw@yourfml.com likewise if you have any questions you would like answering on the podcast please email them into me.

I am also looking for someone to interview for the show so again if your intrested please get in touch.

Thursday, 27 November 2008

Interview with Lead Mod Richard Tebbutt

We managed to catch hold of Sega Lead Mod Richard Tebbutt and asked him a few questions about the game.



Interviewer : Firstly thank you for taking the time to talk to us as we appreciate this is a busy period for you guys at Sega.
Interviewer : What exactly is the job of a lead Moderator ?

Richard Tebbutt : The idea of the role is to be the escalation point for all moderators in all gameworlds. This means that if they are unsure of what to do in a situation then I am the person they refer to for an answer. As I have also written a Moderator Guide with details for what to do in each situation this means that we can ensure that all gameworlds have the same procedures in place.

I am also responsible for recruiting and training all new moderators – this is something that we obviously need to get right as not everyone is suitable, but we are going to need more and more people as the game progresses J I would advise anyone interested in the role to let their ingame moderators know, but be aware that we will judge you on how you behave ingame, so be helpful in chatrooms, assist with your Football Association and don’t cheat (!) and you too could have that blue band over your name in future :D

Interviewer : How would you describe the launching of the first ever FML Gameworlds ?

Richard Tebbutt : Better than could be expected in some areas, but we did hit a few unexpected technical hitches unfortunately on opening night. These did resolve themselves after a couple of hours and since then the gameworlds have been running very smoothly.

Interviewer : Some people have suggested that the Cantona launch was a PR disaster, however historically MMO's always get off to a poor start. Would you agree ?

Richard Tebbutt : I saw one comment in the forums which cheered me up no end – someone who has been involved in every launch of a major MMO who said that even with the issues we had it was still the best planned launch he had ever seen J However, we were not happy and will be constantly striving to improve all the time.

Interviewer : Some would say you have the perfect job working for Sega and playing FML a game you love do you agree?



Richard Tebbutt : Yes




Interviewer : Trialists seems to have been a hot topic over the last few months, we have seen a post from Marc Duffy saying they are coding it so no player with an Acquistion Fee over 100k can be trialed. Do you think this goes far enough to create a level playing field for all ?


Richard Tebbutt : Yes (as it was my suggestion!) – we have already stopped a lot of the issues regarding trialists, and tend to find it is only in the early weeks of the gameworld that there is an issue with this at all. The £100k limit has just closed off the final issue in this area.



Interviewer : We appreciate you are entitled to your own time and Do not work 24/7 on FML, on that basis have you had time to play the FM09 Demo ? If so what are your thoughts ?


Richard Tebbutt :I am ashamed to say that I have not played FM09 as all yet (and I get a free copy!) – it’s purely down to time constraints and I’m looking to take a week’s holiday at some point soon so I can spend the time playing properly! It does look amazing though!



Interviewer : As lead Mod are you going to be able to actually play the game ?


Richard Tebbutt : I have just this week bowed to the inevitable and resurrected Northern United to play in the Shearer gameworld J I just couldn’t stay away from the game



Interviewer : In your view why do the Mods decide to do the job they do ?


Richard Tebbutt : I would like to say it’s not because they’re power-crazed (as people have accused us of being in the past)! I think the over-riding factor is that the care deeply about the game and want to help other users with the knowledge they have gained. A lot of responsibility is placed on their shoulders and they give up a LOT for FML in what is usually a thankless role.



Interviewer : Who has been the best player you have ever signed in FML ?


Richard Tebbutt : Difficult one! My favourite player is either Kaka or Eto’o – I just can’t pick between them. Most suprising signing though was Stewart Downing who averaged 7.4+ over 2 seasons with my all-England side in BETA GW Psycho!Interviewer : Is there anyone you really wish you had signed but have not as yet ?
The one player that I’ve never owned in all my GWs was Cristiano Ronaldo – I’ve seen him perform brilliantly at so many clubs I would have loved to have seen in him play in the famous Northen United colours. You never know – now that I have a team going in Shearer, you might just see me targeting him!


Interviewer : Thanks for taking the time out to speak to us at a very busy period. It is appreciated.


Coming up tomorrow!!!

Tomorrow we will be posting our interview with lead moderator Richard Tebbutt and asking him questions about the launch of FML, and how he feels it went.

We also asked him why do mods do the job they do. Does he really think they are power crazed?

We can also announce that the podcast is now complete and ready for release on Monday, we have kept it at about 20mins so as not to go on and on and on.

If you have any comments or questions please email me martinw@yourfml.com

Wednesday, 26 November 2008

The Clough Courier

This weeks Clough Courier can be viewed at the following web address

http://www.4shared.com/file/73282186/9d1ef6ba/Clough_Courier_26th_November.html

I hope you all enjoy it.

Tuesday, 25 November 2008

50 Vsitors yesterday

Yesterday saw the number of unique visitors to view our website in a mid week day go above 50 for the first time, we are currently averaging 30 unique visitors a day. The way our stats counter works is it detects if you are a new visitor or a returning visitor.

We are pleased to see from the stats that people are reading lots of the past articles on this website as well as the new ones.


The majority of the visitors to our website our from the UK although we do have managers visiting us from Germany, Australia and the United States.


For me this is a a good milestone and a great platform for which to move forward with this website.


If you are enjoying the articles on this website please, recommend our website to your friends in game.


I'm currently working on the podcast for Tuesday so this will be my only post for today.


If anyone has any questions for the podcast please email me martinw@yourfml.com


As always if anyone would like to start contributing to this ever growing website please get in touch via the above email address.

Myth Buster

MYTH BUSTER

Some so called myths explained

1. be online within 1 minute of launch to get the best players
2. to do well you must be extremely active
3. be in a FA that is popular (has 80 + members)

Well lets start with number 1 this is the most silly of mistakes most users make as firstly there are 50,000 players in the database of course only a few are released per number joining a gw but without scouting you wont even see a fraction what you could if you scouted for a few hours before picking a squad. Mods have been given a rule where they cant choose there squad until 3 hours has passed from gw launch time and yet most mods end up top 50 quick enough in the gw's that have already gone live.

Being active has some definite advantages especially in the skill learning areas and receiving injury's. But there is no real advantage to developing players and results that most think is the case i have studied my last two gw's 1st seasons and will admit that opposition was different had to be but still 1 i was active 0% AI and finished up top in my qualifier yet in my last gw i was very inactive with 67% AI and still finished 4Th in the quals. Now i did and always have played the same tactics 4-4-2 narrow diamond.

Big Fa's are the bain of FML in my humble opinion they don't offer a great deal yet most users think more teams more cash but that's not so at all. FA cash is based on REP and a small FA can have the same REP as any 100 team FA and offer some outstanding benefits namely community this alone is worth really thinking on which FA you should join. Having been in the SFA (social FA) for 6 seasons straight in gw6 i can honestly say the best season was the 1 when we had 25 members in 1 big premier league everyone knew each other results were important and generally good banter was to be had yet as soon as it went back up to 80 members it seems the characters were lost in the crowd. As well as being a better community its also going to give you more chance of those UFFA qualification spots.

So to reiterate
1. think about learning a few skills before picking that first squad like contract neg, transfer neg, scouting,

2. don't think you have to be online every hour of everyday you will soon get bored and lose interest that's not going to make your team do well.
3. picking the right FA is so important its vastly overlooked do go for time and play activity but don't think that a large FA is any better than a small FA a smaller FA has more chance of that UFFA spot.

Sunday, 23 November 2008

Football Manager Live Podcast

Firstly, I hope you are all enjoying the website so far, we are currently going through a transtional period and our new web address is www.yourfml.com

We will be implementing several changes over the forthcoming weeks so be sure to keep coming back. Dont forget to add us to your list of favorites.

Secondly, I would like to take this chance to annouce a new member of the team Dennis Moberg.

If you would like to become part of the team here why not email me.

Thirdly, We have started work on our first ever Podcast due to be released on 1st December 2008.

If you have any questions you would like answering on the podcast please feel free to email me my email is Martinw@yourfml.com

As always we welcome you to leave any comments on how you feel we could improve this website.

Saturday, 22 November 2008

Football Agents coming to FML

We understand from SI mastermind Ov Collyer that Football Agents will be entering Football Manager Live shortly.

It is our understanding that the agents will be taking a 10% fee from the purchasing club on all Transfers.

This would mean that should a team agree to pay £1,000.000 for a player they will infact part with £1,100.000. Netting the selling team the agreed 1mil and the Football agent a nice £100,000

With this change due for introduction in the future it just goes to prove that SI are constantly on the ball with adapting the game and bringing in changes.

It further goes to prove what alot of greedy agents thier are in Football along with greedy players.

Long gone the days of players wanting to play for the team they followed as a lad.

Its all about the money and fame these days. What a shame.

Wonder kids from FM09

Marquinhos - Douglas Costa - Keirrison - Kyriakos Papadopoulos

Lateef Elford-Alliyu - Miralem Pjanic - Victor Moses - Mario Balotelli

Cedric (Mabwati) - Davide Santon - Haris Vuckic - John Fleck

Gael Nlundulu - Vincenzo Fiorillo - Alberto Paloschi - henry Saviet

Angel Di Maria - Rodney Sneijder - Martin Galvan - Mamadou Sakho

19 players from the FM09 database that are to be considered wonder kids i would stress at this stage that there abilities and availability in FML are unknown at this time for some of them also Ive omitted the obvious pato bojan and messi really well known types.

Give these guys a try and I'm sure you will be happy with them but be prepared to pay high prices especially in FM09. At this stage i am unable to confirm there in the FML database but they are in FM09 so check them out.

Friday, 21 November 2008

Signing on Fees coming to FML

Signing on Fees

Another planned addition for release in the 1.1 Patch due for release early 09

So how will it work it is our understanding from comments made by Ov Collyer that the signing on Fee will be payable when a player signs from a wage auction.

The Signing on Fee is going to be x10 the daily wage of a player. For Example if you sign a player on £100,000 a day you will then need to pay the player a signing on fee of £1,000,000.00 in addition to the Acquisiton Fee payable.

Mr Collyer had the following to say regarding the purpose behind this addition to the game.

"As a general inflationary control, to make people think twice on what wages they bid, and to act as a disincentive to buying a player with the aim of a very short-term profit"

This should in my personal view help control the wages people are prepared to pay for some players.

The signing on fee is payable when signing a player in a free agent wage auction or when signing a player in an end of contract auction.

Another great step forward in the right direction for FML

Thursday, 20 November 2008

Features now in testing!!!

New Features

Below is a list of new features currently being tested for release in Patch 1.1 due early 2008


Chat - implemented new 'TV Lounge' chat room; in here the main section of the chat panel displays the live goals and incidents from around the Game World as they happen, and after displaying each clip returns to showing the latest scores until the next clip is broadcast.


Chat - enhanced the market place chat room to include an area reserved for users to place adverts. This space displays one advert at a time for the duration the user in question is online.


Club Bio – Every team now attracts different numbers of different types of fans based on their style of play, their reputation etc. Each of these types of fan have their own characteristics and bring certain advantages and disadvantages to the club – clubs may now tailor their style of to attract different types of fan and must also ensure that the fans they have are well catered for in order to get the biggest advantage possible from their support.


FAs, Competitions & Votes - Important change! introduced a hidden FA ranking which is used as the new basis for updating team reputations instead of using the World Rankings. This basically means that team reputation and thus daily income are now based on your FA performances only, the intention being to increase the emphasis on FA competitions and lessen the importance of the World Rankings. The World Rankings still exist in their current form but are now purely cosmetic.
FAs, Competitions & Votes - implemented a new alternative competition playing mode - 'Quick Play'. A Quick Play competition will automatically setup or auto resolve matches every 10 minutes until the competition ends. This is intended for competitions that are meant to run over a single session to the end.
FAs, Competitions & Votes - added a column to the league table views which shows each team's AI match % in the competition as a whole.
FAs, Competitions & Votes - added a column to the league table views which shows each team's AI match % in the competition as a whole.
FAs, Competitions & Votes - added a tab on the Goal of the Week votes which shows goals that have been nominated for consideration for the forthcoming award.
FAs, Competitions & Votes - added small cash incentive prize for one user chosen at random out of the users that voted for the winning goal in the Goal of the Week vote.


Finances - Important change! implemented "Tax on Profit" system. Tax is now paid when the media deals are announced (24 hours before season starts) on the profit made during the preceding season. First 1m profit is tax free, 1m - 2m profit @ 20%, 2m - 5m profit @ 30% 5m + profit @ 40%. Please note - this system will kick-in from the start of the next season.
Finances - Important change! following on from the above, expanded the tax on profit system so that a separate set of tax bands are applied to profits made from competitions in a season (prize money - entry fees).
The bands are as follows: 0-500k profit - 0% tax, 500k - 1m profit - 20% tax, 1m - 2m profit - 40% tax, 2m + profit - 60% tax. In particular, this is to limit how rich a club can become in a short space of time by winning lots of unofficial competitions (though the tax is applied to all competitions including official ones).
Game World Champions – Inspired by the Unofficial Football World Championships between international teams (http://www.ufwc.co.uk/ ) there is now a similar system in FML in which the first match in a game world becomes the first title match, with the game world championship title then being defended in subsequent matches by the champion. If a user does not defend their title for 24 hours then it is vacated with the next match played becoming the title match.
Infrastructure – There is now a system within the game that supports the construction of infrastructure around your team. In this first release the ability to build and expand your team’s stadium is included which the user themselves is able to do, or they can get the ‘SI Construction Company’ to build it for them. For users who want to build themselves there are a number of Infrastructure related skills now included in the game to help them along.
Match - added 'Distance Covered' stats to individual players and for each team, to show how far players have been running during the course of a match. Displayed as km or miles according to your 'Measurement Unit' setting in your preferences.
Match - added a 'Comment' field to the player stats panels which gives an insight into each players' performance and also their current mentality (e.g. over confident, angry, etc)
Match - added the ability for a user to save their favourite match clips forever
Match - added mini-pitch to the tactics page during a match, so managers can keep track of what is happening while making formation or team instruction changes.
Match - added a panel that shows where all the shots were taken from during the match for each team. Clicking on a location then plays the associated match clip.
Match - added the ability to copy and paste match clip links.


Miscellaneous - added average age to team profile panel (next to Total Wages) and player list panel (at the bottom of the list.)
Miscellaneous - enhanced player profile so that it shows how many interested clubs there are in the player, which is basically how many shortlists he is currently on. In addition, added a new column 'Interested Clubs' to the player lists allowing full viewing, sorting and filtering of this information across all players in the GW.
Miscellaneous - added 'Goals Per Game' and 'Assists Per Game' stats to the player stats tab on the player page.
Miscellaneous- added 'Assists Per Game' to all the player lists as an additional viewable and filterable column.
Miscellaneous - improved the player 'Progression' tab so that there are now two graphs below the attribute selection panel; to the left it shows changes in attributes during the past 4 weeks, and to the right it shows the career attribute changes. This helps the user track shorter term changes aswell as longer term career ones.


News & Mail - when a manager signs-in, all news items from previous days are now moved into a series of daily "Round-Up" news items each of which contains an abbreviated version of each news item, arranged in groups, with a 'More' link to allow opening the full original news item. The intention is to reduce the number of news items confronting a user who hasn't signed-in for a few days.
News & Mail - added an 'Ignore...' option for a news item which acts similarly to a traditional email spam filter and can be used to force specific categories of news item to be filtered into an 'Ignored' folder and marked as read rather than arrive in the standard 'Received' folder. For example if you don't want to receive news items about injuries to players on your shortlist then choose 'Ignore...' on one of these news items and it will prevent these from cluttering up your inbox in future and move all existing such news items to the 'Ignored' folder right away. NB this system only works for news items issued after this release.
News & Mail - added a 'Draft' mail message folder allowing you to save an unlimited number of mails-in-progress which can be edited and then eventually sent when so desired.
Ranking & Awards - Implemented the following manager awards, Managers’ Manager of the Season, Manager of the Season, Community Manager of the Season and Most Improved Manager of the Season. Both the Managers’ Manager of the Season and Community Manager of the Season awards are driven by user nominations, the other two are automatically awarded.
Rankings & Awards - Users can now nominate goal clips for the forthcoming Goal of the Week awards from the match clip list or when watching a match clip replay.


Setup & Initial Squad - Important change! the system now preselects a provisional squad for all users prior to a GW first opening on launch day. Using enhanced code, this will generate fair and balanced 20-man squads for all teams, ensuring the average ability of all teams is optimum and as equal as possible for the money available. Users can either confirm this squad, make changes, or run the auto selector again, but the intention now is that these squads are good enough to be usable by the majority of users who want to get started, and indeed better than most people will be able to assemble manually.
Setup & Initial Squad - Important change! as part of the above, any squads that are selected for users before they first sign-in, are set up so that the players are on 7 day provisional contracts. However, once they first sign-in, they are reduced to 24 hours as normal. This is to allow some flexibility on GW launch and more time for users to sign-in for the first time, without their automatically selected squad expiring.


Tactics & Team - when changing to standard or previously-saved tactics, FML now optimizes your team selection to suit the new tactics, rather than leave players wildly out of position. In effect it re-picks the 11 players according to the new formation. This applies both inside and outside the match and is intended to make changing to different formations more user-friendly.
Tactics & Team - added a 'blank canvas' tactic with all instructions and sliders set to defaults - ideal for building a new tactic upon.


Transfers - Added the ability to do either part of full player exchanges, with up to 10 players being offered in a deal for another player.
Transfers - Important change! implemented player agent fees; all transfers of players between clubs via transfer auctions or private bids are now subject to the player's agent taking a 10% fee. This fee is an additional fee payable by the buying club and is on top of any transfer fee agreed by the clubs (either a private bid or via a transfer auction).
Transfers - Important change! when you sign a player in a wage auction, with the exception of a contract renewal, a signing-on fee is now payable to the player of 10 x the wage he is on.
Transfers - Important change! if you sign another club's player in a wage auction then an automatic sell-on percentage now applies for 1 season, starting at 100% and falling by 25% each week. Similarly, if you sign a player in your initial squad or a free agent via a wage auction, then an early-sale tax applies similarly to the above, i.e. starting at 100% and falling by 25% each week.


User Interface - added preference option to dock the menu bar either above or below the page title, so people can choose the layout which they prefer.
User Interface - added an option to the preferences to hide the bookmarks bar, so that users who don't wish to use it can make use of the extra space.

Tuesday, 18 November 2008

Clough Gameworld Round Up

I have posted the Gameworld round up from Clough on here as it I think some of the information contained within it is relevant for future gameworlds.



Its time we had a bit of a round up of the gameworld now that the season is underway.

So firstly, lets take a look at the big money players.

We have seen Oscar Cardozo get transferred for a massive 1.2mil a current gameworld record.

Rafael Van der Varrt has been signed by moderator James Harrison in a wage auction with wages in excess of £76,500 a day.

With all the talk of gameworld inflation and prices and wages spiralling out of control this has been a massive signing for Mr Harrison.

However the ever shrewd Mr Harrison can afford the massive wages after starting the gameworld with sensible wages of under £40,000 Mr Harrison then loaned out some players to lighten the wage load and improve his profit per day.
A very astute move by all accounts.

We have also seen Left Back Marcelo signed on a massive wage in excess of 50k not bad for a 20 year old.

We have also seen Aboulaye Kaba signed for an incredible £40,000 not bad for a school kid.

The gameworlds dirtiest player is currently Everton with 11 red cards and 200 yellow cards. However the fiery determined anchorman has played over 500 matches.

We have seen luckless manager Fabio Gagliandi go an amazing 43 games without a win, things can only improve from here on in.

The player setting the gameworld alight is Brandao who has scored 515 goals in 542 games along with 136 assists and 146 Man of the Match awards. With Bradao in blistering form it wont be long before he takes Fonejacker to the top of the world rankings much to the delight of manager Terry Tibbs. Can he be stopped ?

We caught up with the gameworlds no 1 ranked teams manager Mihai Cristian and asked him the secret of his success. Mihai had the following to say "Its all about the tactics and I knew what type of players I wanted"

We also interviewed one half of manager duo Nick and Anna Meakin.
We asked Nick the following :-

What is your team name and What inspired the name ?
Team name is immortal technique the name just popped into my head

Who do you support in real life ?
Derby county and Chelsea

Who would be your perfect signing ?
Lionel Messi

Who has been your favourite manager ?
Martin White (Please note this was not edited by the editorial team

How would you describe your managerial style ?
I like to work with my players get them to work well as a unit and i also like to concentrate on the finanaces.

What is your preferred starting formation ?
4 3 3

Anything else you wish to add ?
It would be great inspiration to have a chance to manage a retro team players including zinedine zidane/ jamie redknapp/gazza/cantona/jurgen klinsmann etc

That concludes our mini report on the gameworld.

All the best everyone
Martin White

NEWS JUST IN

Just as we were about to go to print a new Gameworld record signing has rocked the gameworld. The signing of Torres for 1.6mil!!! A cracking signing and a real assest to the team who signed him.

Quote of the Day : Ron Atkinson
"I'm going to make a prediction - it could go either way!"

Monday, 17 November 2008

Top 10 Most Wanted Goalkeepers

These goalkeepers just missed out Sebastion Frey , Julio Cesar , Victor Valdes , Vincent Enyeama , Artur Borac , Ben Foster , Gomes and Renan

10. José Manuel Reina 26yrs Spain

9. Sergio Asenjo 19yrs Spain

8. Hugo Lloris 22yrs France

7. Steve Mandanda 23yrs France

6. Manuel Neuer 22yrs Germany

5. Rene Adler 24yrs Germany

4. Igor Akinfeev 22yrs Russia

3. Gianluigi Buffon 31yrs Italy

2. Iker Casillas 27yrs Spain

1. Petr Cech 26yrs Czechoslovakia

Top 10 Most Wanted Defenders

Top 10 defenders these were just pushed out Rio Ferdinand , Charles Puyrol , Ashley Cole , Maicon , Lucio , Darijo Srna , Raul Albiol , Nemanja Vidic now find out who pushed them out

10. Dani Alves at 25yrs and great stats he has a great future a head of him.

9. Philip Lahm German superstar wing back who at 25 still has plenty of time in FML

8. Kolo Toure strength pace and versatile

7. John Heitinga a young 25yr old defender that could just as easy play in midfield.

6. Pepe this classy center back has an eye for goal as well as pace to burn.

5. Cristian Chivu this CB also plays in the midfield is renown for his dependability and consistency.

4. Micah Richards at 20yrs this guy has the ability to be No1 in 2-3 seasons he will be top of his and FML's game for 15 seasons.

3. John Terry just edged Micah out he will instantly add solidness and consistency as well as goals from set pieces.

2. Sergio Ramos will be Spain's greatest ever defender has a great talent for goals

1. Philippe Mexes this guys is cheap enough and has low enough wages to make him realistic inclusion to your squad without having to compromise on attacking players. Great stats great av and with 10 seasons left in him he will be well sort after.

Top 10 Most Wanted Midfielders

These are who missed out Micheal Essien , Franck Ribbery , Arjen Robben , Hatem Ben Arfa , Xavi , Deco , Andrea Pirlo , Ronaldinho and Frank lampard now find out who kept them out

10. Silva Spain's 1st entry at 23yrs has time to improve not that he needs it.

9. Cristiano Ronaldo had to put him in but against my better judgement reason being this much wages and all for a winger when every other midfield player out scores him easy in FML. plus i don't like him:)

8. Rafael van der Vart Holland's 1st player in this list will always be a quality player

7. Diego 23 yrs i rate this guy as the next kaka if not better only needs a sight at goal for his deadly shooting to become apparent.

6. Andres Inesta Spain's player and a list of preferred moves that reads like a whats what for midfield players.

5. Wesley Sneijder Holland's 2nd attack minded midfield and 1 most would put in any dream team line up.

4. Steven Gerrard at 28 would be an instant game winner can turn a game in an instant.

3. Fransec Fabregas 21 yrs and 15 seasons in FML it doesn't get much better than this

2. Kaka 26yrs this guy is class scores great goals scores not so great goals but he still scores lots of goals once scored 8 in match for me.

1. Lionel Messi 21 yrs this one is the one you will be telling the grand kids about has been called the next Maradona and if any one can emulate the legend Messi could be the one.

Top 10 Most Wanted Strikers

TOP TEN MOST WANTED (STRIKERS)


I am going to try and compile a list of the top ten most wanted for each area in your team and i will start with the forwards.


10 I had loads of possibility's and was stuck between Tevez, Vela, Walcott, Drogba, Henry, but went with Zlatan Ibrahimovic because he has 8 good seasons left in highest 5 star rep and great goal scoring attributes.


9. Robinho again has all the right stats rep and age going for him added to that is versatility he just edges above zlatan also his arrival in the premier league as made him a sort after player in FML.


8. Karim Benzema the french wonder kid at 21 yrs has a great talent and a real future in FML.


7. David Villa Spain's 1st of 3 players in the top 10 and a top striker at 27 would be an instant success.


6. Wayne Rooney we have not seen the best yet and at 23yrs a great buy that will be money well spent.


5. Emmanuel Adebayor is one of the most prolific strikers in FML add to that his age 24yrs and you have a great investment.


4. Fernando Torres again as most have found out he is a goal a game ratio player and at 24yrs will be at the top for a while.


3. Bojan 18yrs and Spain's 3rd striker also highly sort after he as great stats and is prolific in front of goal.


2. Pato will push for top spot every time i know him to be a goal a game player and at 19yrs can only improve doesn't seem to miss the target great investment and cheaper than most above.


1. Sergio Aguero what can i say great stats strong and quick scores for fun and at 20yrs will be top of his game for 15 seasons.

Sunday, 16 November 2008

Tactics 451

451 Standard

- The 4-5-1 formation is designed to pack midfield in order to starve the opposition attack of possession.

- It normally relies on direct play to a striker playing in a lone role supported by one or more attacking midfielders.

- This is the standard version of the tactic, and instructs three of the midfielders to support the front man when possible.

WHO IT SUITS:

- Teams looking to play in a solid and organised but positive manner.

- Squads containing players that are technically weak, but contain fast and fit midfielders able to support the striker when the opportunity arises.

- Teams with an FC who is both tall and physically strong enough to win balls, and hold up play until the midfielders are able to join attack.

NOT SUITED TO:

- Teams looking to either play very attacking or very defensive football.

- Teams lacking a strong centre forward.

- Teams with technically strong and/or physically weak players who are suited to a less direct style of play.




451 Attacking

- This is the attacking version of the tactic, and uses four midfielders to support the attack whenever possible, whilst one remains back to shield the defence.


WHO IT SUITS:

- Teams looking to play in an offensively adventurous manner.

- Squads containing fast and preferably attackingly-able midfielders able to support the striker when the opportunity arises.

- Teams with an FC who is both tall and physically strong enough to win balls, and a defensively minded midfielder able to protect the back four.


NOT SUITED TO:

- Teams looking to play largely defensive football.

- Teams lacking a strong centre forward.

- Teams lacking attackingly able midfielders.



451 Defensive

- This is the defensive version of the tactic, and instructs a team to play cautiously and generally use only one midfielder to support attack.


WHO IT SUITS:

- Teams looking to play with caution and/or protect a result.

- Teams containing players that are technically weak, but contain fast midfielders able to support the striker when the opportunity arises.

- Teams with an FC who is both tall and physically strong enough to win balls, hold up play and operate in a largely lone attacking role.


NOT SUITED TO:

- Teams looking to score lots of goals.

- Teams lacking a strong centre forward.

- Teams with technically strong and/or physically weak players who are suited to a less direct style of play.

That concludes our look through the various default tactics contained within Football Manager Live.

Tactics 433

433 Standard

- The 4-3-3 formation is designed to protect the defence via the presence of three central midfielders, two of whom are normally defensively-minded.

- Whilst the formation is relatively narrow, the left and right forwards allow a wide attack, but are also expected to run back to support the midfield when necessary.

- This is the standard version of the tactic, and instructs one defensive midfielder being used to shield the back four, leaving the others free to play more positively.

WHO IT SUITS:

- Squads containing players of equal ability in both offense and attack.

- Teams with attacking forwards fast enough to support both midfield and attack, and physically strong central midfielders, preferably with a range of attacking and defensive capabilities.

NOT SUITED TO:

- Teams looking to either play very attacking or very defensive football.

- Teams lacking wide forward players.




433 Attacking

- This is the attacking version of the tactic, and instructs a team to play highly offensively, with two central midfielders and two wide forwards supporting the attack whenever possible.


WHO IT SUITS:

- Teams looking to score a lot of goals and/or get back into games.

- Squads containing players of greater ability in attack than defence.

- Teams with wingers fast enough to support both midfield and attack, and physically strong central midfielders, preferably with attacking capabilities.


NOT SUITED TO:

- Teams looking to either play balanced or defensive football.

- Teams lacking wide players.

- Teams without technically strong players suited to a positive style of play.



433 Defensive

- This is the defensive version of the tactic, and instructs a team to play cautiously, with two defensive midfielders being used to protect the back four.


WHO IT SUITS:

- Teams looking to play with caution and/or protect a result, relying on occasional attacks to grab a goal.

- Squads containing players that are stronger in defence than attack.

- Teams with advanced midfielders fast enough to support both defence and attack, and physically strong central midfielders, preferably with defensive capabilities.


NOT SUITED TO:

- Teams looking to score lots of goals.

- Teams lacking wide forward players.

- Teams with technically strong players who are suited to a more positive style of play.

Tomorrow we conclude out tactics section with a look at 451.

Tactics 442 Diamond

442 Diamond Standard

- The 4-4-2 Diamond formation is a relatively narrow formation designed to spread players across a football pitch, but provide greatest strength down the centre of the field.

- It is also intended to provide extra defensive strength by giving one central midfielder a specifically defensive role, whilst another is allowed more freedom to support the attack.

- This is the standard version of the tactic, and instructs a team to play in a manner that is neither extremely defensive nor overly offensive.

WHO IT SUITS:

- Squads containing players of equal ability in both offense and attack.

- Teams with wingers fast enough to support both defence and attack, and physically strong midfielders with a mix of defensive and attacking capabilities.

NOT SUITED TO:

- Teams looking to either play very attacking or very defensive football.- Teams lacking players able to play in central rather than wide positions.




442 Diamond Attacking

- This is the attacking version of the tactic, in which the full backs and AMC are encouraged to get forward to support attacks whenever possible.


WHO IT SUITS:

- Teams looking to get back into games and/or score a lot of goals.

- Squads containing players of greater ability in attack than defence.

- Teams with wingers fast enough to support both defence and attack, and physically strong and technically able central midfielders, preferably with attacking capabilities.


NOT SUITED TO:

- Teams looking to either play cautious, defensive football.

- Squads containing players of greater ability in defence than attack.

- Teams lacking technically strong players able to play in central rather than wide positions.



442 Defensive

- This is the defensive version of the tactic, and instructs a team to play relatively cautiously, with most midfielders playing deeply in order to shield the defence.


WHO IT SUITS:

- Teams looking to play with caution and/or protect a result, relying on occasional attacks to grab a goal.

- Squads containing players that are stronger in defence than attack.

- Teams with wingers fast enough to support both defence and midfield, and physically strong midfielders, preferably with defensive capabilities.


NOT SUITED TO:

- Teams looking to score lots of goals.

- Teams lacking players able to play in central rather than wide positions.

- Teams with technically strong players who are suited to a more positive style of play.

Tommorow we will take a look at 433

Tactics 424

424 Standard

- The 4-2-4 formation is designed to provide both a strong defence and attack, at the expense of midfield options.

- The formation uses advanced wingers to support two centre forwards, as well as a set of complementary midfielders, one able to defend deeply when necessary, and the other capable of adding options to attack.

- This is the standard version of the tactic, and instructs a team to play in a positive manner, with wingbacks and an attacking midfielder supporting the front four during attacks.

WHO IT SUITS:

- Squads whose best players play in defence or attack.

- Teams with wide attacking forwards who are physically strong enough to be active in both attack and midfield.

- Teams with a combination of complementary central midfielders, one with defensive and another with attacking capabilities

NOT SUITED TO:

- Teams looking to play defensive football.

- Teams wishing to play with a strong central midfield barrier.

- Teams lacking wide players with both defensive and offensive capabilities.




424 Attacking

- This is the attacking version of the tactic, and instructs a team to play highly offensively, with the two wide forwards effectively forming a four-man attack.


WHO IT SUITS:

- Teams looking to score a lot of goals and/or get back into games.

- Squads containing players of greater ability in attack than defence.

- Teams with wide forwards who are physically strong enough to be active in both attack and midfield, preferably with good levels of attacking ability.


NOT SUITED TO:

- Teams looking to either play balanced or defensive football.

- Teams wishing to play with a strong central midfield barrier.

- Teams lacking wide players with both physical and attacking capabilities.



424 Defensive

- This is the defensive version of the tactic, and instructs a team to play relatively cautiously, with two wide forwards dropping back to form a strong midfield four when defending.


WHO IT SUITS:

- Squads whose best players play in defence or attack.

- Teams with wide attacking forwards who are physically strong enough to cover a lot of ground.

- Teams with a combination of complementary central midfielders, one with defensive and another with attacking capabilities


NOT SUITED TO:

- Teams looking to play cautiously.

- Teams wishing to play with a strong central midfield barrier.

- Teams lacking wide players.

Tomorrow we will take a look at 424 Diamond Formation

Tactics 541

541 Standard

DESCRIPTION:

- The 5-4-1 formation is a highly defensive formation designed to pack both defence and midfield.

- It normally relies on direct or long ball play to a striker playing in a lone role in attack.

- This is the standard version of the tactic, and instructs a team to play cautiously, but use wide midfielders and defenders to move forward and support attacks.

WHO IT SUITS:

- Teams looking to play with caution and/or protect a result, relying on direct balls and rapid counter attacks to grab a goal.

- Squads containing players that are technically weak but big, strong, and preferably fast on the wings.

- Teams with an FC who is both tall and physically strong enough to win balls, hold up play and operate in a largely lone attacking role.

NOT SUITED TO:

- Teams looking play short passing football and/or score lots of goals.

- Teams lacking a strong centre forward.

- Teams with technically strong and/or physically weak players who are suited to a less direct style of play.




541 Attacking

- This is the attacking version of the tactic, and instructs a team to remain defensively strong in the centre whilst allowing wide players to play in advanced positions and support the lone striker.


WHO IT SUITS:

- Teams looking to play in a direct attacking style.

- Squads containing players that are technically weak but big, fast, strong, and preferably attackingly able on the wings.

- Teams with an FC who is both tall and physically strong enough to win balls, hold up play and operate in a largely lone attacking role.


NOT SUITED TO:

- Teams looking play short passing football.

- Teams lacking a strong centre forward.

- Teams with technically strong and/or physically weak players who are suited to a less direct style of play.



541 Defensive

- This is the defensive version of the tactic, and instructs a team to play exceptionally cautiously and use long balls to create chances in attack.


WHO IT SUITS:

- Teams looking to play with extreme caution and/or protect a result, relying on occasional attacks to grab a goal.

- Squads containing players that are technically weak but big, strong, and preferably fast on the wings.

- Teams with an FC who is both tall and physically strong enough to win balls, hold up play and operate in a largely lone attacking role.


NOT SUITED TO:

- Teams looking to score lots of goals.

- Teams lacking a strong centre forward.

- Teams with technically strong and/or physically weak players who are suited to a less direct style of play.

Tomorrow we will take a look at 424

Tactics 532

532 Standard



DESCRIPTION:-



The 5-3-2 formation is a central formation designed to use three central defenders and three central midfielders to give a strong spine to the team.

- Limited width is given by wing-backs that play in defence but are able to move further up the pitch when appropriate.

- This is the defensive version of the formation, in which the outermost midfielders are given freedom to support attacks when appropriate.


WHO IT SUITS:



- Teams looking to play in a solid and organised but positive manner.



- Squads containing fast midfielders and full backs able to support attacking play.



- Teams with a better choice of central than wide players.


NOT SUITED TO:



- Teams looking to play highly defensively.



- Teams lacking central players.








532 Attacking


- This is the attacking version of the formation, in which the wingbacks play in an advanced position and the central midfielders are encouraged to form a five-man front line when in possession.



WHO IT SUITS:


- Teams looking to play in a solid but offensively adventurous manner.


- Teams containing fast, attackingly able midfielders and positive full backs able to support attacking play.


- Teams with a better choice of central than wide players.



NOT SUITED TO:


- Teams looking to play defensively.


- Teams lacking central players.


- Teams without technically strong players suited to a positive style of play.




532 Defensive


- This is the defensive version of the formation, in which the wingbacks and midfield only rarely join the attack, and one central midfielder drops back to shield the defence.



WHO IT SUITS:


- Teams looking to play with extreme caution and/or protect a result.


- Teams containing players that are that are stronger in defence than attack.


- Teams with a better choice of central than wide players.



NOT SUITED TO:


- Teams looking to score lots of goals.


- Teams lacking central players.


- Teams with technically strong players who are suited to a more positive style of play.

Tomorrow we will take a look at 541


Tactics 352

352 Standard

DESCRIPTION:
- The 3-5-2 formation is an essentially central formation that relies on two wide players moving up and down the pitch to give width to the team.
- The attacking nature of the wingmen means that the defence is assisted by at least one of the three defensive midfielders in this formation.
- This is the standard version of the tactic, and instructs one of the central midfielders to play defensively in order to shield the back three whilst the other two move forward to support the attack.

WHO IT SUITS:
- Teams looking to play adventurous, attacking football.
- Squads containing a set of talented central defenders and a midfield containing players with strong attacking capabilities.
- Teams with wingers fast enough to support both midfield and attack.

NOT SUITED TO:
- Teams looking to play defensively.
- Teams with physically weak midfielders lacking the strength and speed to provide a strong shield for the reduced three-man defence when necessary.
- Teams without technically strong players suited to a positive style of play.



352 Attacking

- This is the attacking version of the tactic, allowing all but the centremost midfielder to move forward and support the attack whenever possible.

WHO IT SUITS:
- Teams looking to score a lot of goals and/or get back into games.
- Squads containing players of greater ability in attack than defence.
- Squads whose midfielders are fast and fit enough to burst into attack on regular occasions.

NOT SUITED TO:
- Teams looking to either play balanced or defensive football.
- Squads containing players of greater ability in defence than attack.
- Teams without technically strong players suited to a positive style of play.




352 Defensive

- This is the defensive version of the tactic, and instructs the two wingmen to play deeply when defending in order to give protection to the back three.

WHO IT SUITS:
- Teams looking to play attacking football but keep one eye on defensive solidity.
- Squads containing a set of talented central defenders and a midfield in which at least one player is defensively able.
- Teams with defensively aware wingers who are fast enough to support both defence and midfield.

NOT SUITED TO:
- Teams looking to play highly defensively.
- Teams with physically weak midfielders lacking the strength to provide a strong shield for the reduced three-man defence when necessary.


Tomorrow we will take a look at 532

Tactics 442

We start our look at tactics with this old time Favourite, and most used default tactic.

We will cover 442 Diamond in a seperate posting.

442 Standard

- The 4-4-2 formation is designed to spread players evenly across a football pitch in a structured and balanced line up.
- It provides good coverage across the playing field, both on the wings and in the centre.
- This is the standard version of the tactic, and instructs a team to play in a manner that is neither extremely defensive nor overly offensive.


WHO IT SUITS:
- Squads containing players of equal ability in both offense and attack.
- Teams with wingers fast enough to support both defence and attack, and a combination of complementary central midfielders, one with defensive and another with attacking capabilities.


NOT SUITED TO:
- Teams looking to either play very attacking or very defensive football.
- Teams lacking wide players.








442 Attacking

- This is the attacking version of the tactic, and instructs a team to play highly offensively, with wingers and midfielders moving forward to support the attack whenever possible.

WHO IT SUITS:
- Teams looking to get back into games and/or score a lot of goals.
- Squads containing players of greater ability in attack than defence.
- Teams with attack-minded wingers and full backs fast enough to support both defence and attack, and a set of technically able central midfielders.

NOT SUITED TO:
- Teams looking to either play balanced or defensive football.
- Teams lacking wide players.
- Teams without technically strong players suited to a positive style of play.








442 Defensive


- This is the defensive version of the tactic, and instructs a team to play relatively cautiously, with central midfielders playing more deeply in order to shield the defence.


WHO IT SUITS:
- Teams looking to play with caution and/or protect a result, relying on occasional attacks to grab a goal.
- Squads containing players that are stronger in defence than attack.
- Teams with wingers fast enough to support both defence and attack, and a combination of complementary central midfielders, one with defensive and another with attacking capabilities.


NOT SUITED TO:
- Teams looking to score lots of goals.
- Teams lacking wide players.
- Teams with technically strong players who are suited to a more positive style of play.







Tomorrow we will take a look at 352

Saturday, 15 November 2008

Tactics Overview

Tactics

A vital and intregal part of Football Manager Live, for some people getting the tactics issue right is the most important part of the game.

If your team are tactically sound this can be a great leveller if you do not have the best players in your team.

There is a wide array of default tactics in FML, which gives you a great chance even if you haven't earnt the correct tactic skills.

However as in real life getting the balance right in your football is a fine art, each of the default tactics in FML comes with a Standard, Attacking and Defensive version.

We will take a look at this in great detail over the forthcoming week.

However today we need address the matter of set-pieces a very important area that can help turn a gamearound if used correctly.

Corners

These make a huge difference during a game and are often the source of goals.
Personally I love to get my biggest and best header in the 6 yard box jumping for every ball with usually my other big tall Centre back charging in from Deep.

I also have the player with the best long range shots lurking outside the box for any knockdowns.

One thing to bear in mind when setting up your corners is not to have conflicting tactics. By this I mean dont have your full backs set to both stay back when you have an attacking corner, then forget when choosing your corner taker and choose a full back with great crossing and corner stats.

This will leave you with one full back staying back and will leave you open to the counter attack.

Choosing a Playmaker

I personally always look for a good creative midfielder with an eye for a pass and great teamwork. I also allow my playmaker the freedom is skills deserve.

Captain

Influence is the skill required when choosing a Captain, However I do try and make sure my Captain will last the 90mins in terms of his fitness although this is just a personal thing as I like to think the Captain of the team can influence the game for the full 90mins.

Freekick Taker

I think this is pretty obvious which players to choose from the only thing I would say is if you have two players similar on Freekicks have one taking the right sided ones and another taking the left sided ones. This gives you a better chance if your freekick taker is having a bad day at the office.

Penalty Taker

I dont just go with the penalty skill on this one I also look at the composure skill as well. Lets be fair its not hard scoring from a penalty, Its alot harder keeping your nerve when taking it.

Throw ins

Ive never changed these settings.


Tomorrow we will take a look at that old fave formation 442

Thursday, 13 November 2008

Do you think there should be a Transfer window ?

This was the question we put to our visitors in this weeks poll.

It has been much discussed on the forums and we can reveal that 60% of our visitors were not in favour of a Transfer window being introduced into FML.


Personally I think a transfer window would be a disaster for FML as it would take out alot of the game as alot of managers enjoy wheeling and dealing in the transfer market.

Some people had suggested that for realism and excitement perhaps Transfers should only be allowed during the close season and first few days of the season.

I must admit this would create excitement over the last few days before the deadline becomes in force.

However I would also be concerned that casual members and memebers that might be absent on holiday will miss out as a result of a transfer window.

Wednesday, 12 November 2008

A new FA is born!!!

Following the launch of Clough last week, there was a massive amount of teams being online during the evening time.

This prompted the evening timed FA's to fill very very quickly.

There became a need for something to happen to sort out this problem.

Some of the ideas being branded round were :-

1) A 24 hour a day playing time FA

2) Change the morning FA into an evening FA

3) Extended the amount of teams in the PFA, SFA and AEFA

4) Extend the playing times of the afternoon FA to include the evening.

5) Create a duplicate of one of the existing evening FA's

It was decided to be in the best interests to go with option 5 before we go into the new FA in more detail, I think it would be good to look at the reasons the others were not choosen.

1) A 24 hour a day playing time FA. This would lead to the playing times being just too varied and made lead to more AI games as it would be possible for users in this FA to simply never be online at the same.

2) This was considered as the morning FA only had around 12 members at the time. It was decided regardless of the need for evening FA's this should not effect the Morning FA. Even though the MFA only had 12 members in that FA the managers in that FA still required that time slot. As it later turned out everyone was to leave the MFA and it was not to run this season.

3) Extending the amount of teams allowed in an FA was considered, however as soon as you raise an FA limit to 100 you lose some of the community aspect of an FA. There is exceptions to this rule ie the Extreme and Casual FA's. This is because these FA's are highly themed and a concept rather than anything else.

4) Extending the playing times of the Afternoon FA was considered however again once you open an FA to a long playing time you are running the risk of managers not being on at the same time and this will lead to more AI matches.


So, after a few days of consultation between users, mods and SI a decision was made to create a duplicate FA and so the SUPER EVENING FA was born.

SEFA was created in Clough and 54 managers joined within the 24 hours it was open before the FAs went into lockdown. Thats 54 managers that had joined alternative FA's as there was no space for them in their preffered FA. This was a great PR move by SI as thats now 54 very happy managers.


As you will see from the screen shot below SEFA is simply a version of AEFA.







Since the launch of SEFA, things have now progressed and it is now being thought that SEFA will now be a slightly more hardcore FA in the future.

The plans are for SEFA to be created with teams in the leagues playing each other 3 times a season. A standard FA is 2 times a season and the Extreme FA is 4 times a season.

SEFA will fill the gap between Standard FA's and Extreme FA's.

Personally I think this is a very good idea and I congratulate whoever decided to implement this FA for the future.

FML The FA's

Here we will take a brief look at the various FA's with FML.

There is 12 standard FA's within the game all covering various playing times.

There are various differences between the FA's mainly being Time of Play and Number of games required in a Season.

There is also a difference with the SFA match speed, the games in this FA are set at a medium playing speed. This is aimed at managers who want to play the game at a slower pace usually so they can have lots of banter during the matches and this also allows them to make changes more rapidly during the match.






THE FAs

Each team can join one FA, and listed below is each FA that you will have the chance to enter when you sign into FML for the very first time!

There is an FA to cover every:

PLAY TIME – Whenever you normally play FML, there is an FA for you. All play times are based on GMT. You can play games whenever you like, but an FA's play time is indicative of when most of its members will be online.

And every:

PLAY INTENSITY – Whether you play FML casually, moderately, or intensely, you will find an FA to suit your requirements. Casual and medium intensity FAs require an average of two games a day over a season, with high intensity FAs requiring three or four. In casual FAs users are not penalised for not playing games 'live', so the volume of matches means less.

Each FA has a profile screen displaying its play times, whilst the intensity of an FA is indicated by the level of its AI penalties. Those with the lowest penalties are for the Casual User (i.e. someone who feels they have little chance of being online enough to play most of their matches live), whilst those with the highest penalties should only be entered by the hardcore! (i.e. those with enough time to play alot of games ‘Live’).

The table below outlines each FA. Their full names, and more details about each, are listed on the next page.

Name Play Time Intensity
MFA 07:00 - 12:00 Medium
AFA 12:00 - 18:00 Medium
XFA 09:00 - 21:00 High
CWA All Day, Every Weekday Low
EEFA 18:00 - 21:00 Medium
AEFA 18:00 - 00:00 Medium
SFA 20:00 - 22:00 Medium
PFA 19:30 - 22:30 Medium
XEFA 21:00 - 00:00 High
NFA 23:30 - 01:00 High
MLFA 01:00 - 07:00 Medium
WCA Friday PM to Monday AM Low

WHY EACH FA IS IN THE GAME

Early on, our main priority is to make sure users are able to play lots of matches against other users live – so that rivalries and friendships can build, and that everyone can get to know each other. As a result, the FAs have been designed to be play style specific, so that whichever FA you join, you will hopefully be placed alongside others who sign in at the same time as you and play about as many games each day. With 12 FAs, however, there is plenty of variety. Read on for details of the different types of FAs available to you:

TIME SPECIFIC FAs

The most time orientated days FAs are the Morning Football Association (MFA), for users who like to get their games in early, and the Afternoon Football Association (AFA), for those who save the things that really matter in life until after lunch!

Many FAs have evening playtimes – this is simply because we found during Beta that most users play most of their matches during the evenings. Thus, of the time based evening FAs, there is the Early Evening Football Association (EEFA), for those who like to come home and have a few quick matches, the Primetime Football Association (PFA), for those who like to make FML the highlight of their evenings, and the Night-time Football Association (NFA), for those who squeeze in a few games just before bed.

During Beta we found that, as well as a fair few night-owls, FML has a pleasing amount of international users in different time zones. Whilst no combination of FAs will be able to match the exact requirements of 100% of users 100% of the time, we did create the Moonlight Football Association (MLFA), running through the night UK time, to ensure that we accommodated as many of those playing outside Europe as possible.

PLAY INTENSITY FAs

Most of the FAs described above are for standard users – those who play FML neither less nor more than most, and have fairly regular times at which they play the game. We are well aware, however, that not all fit that pattern, and other FAs reflect that fact.

For those who play more games than most each day, and log on more regularly, there are two Xtreme Associations. The original, the Xtreme Football Association (XFA), is for those who are liable to be online throughout the day, and like their games to come thick and fast. The last new official FA to enter the game in Beta, meanwhile, was the Xtreme Evening Football Association (XEFA). This is focussed around the evening hours, and is for those who play mainly at night, but, with a narrower play time, like their games even thicker and faster than those in the XFA. The XEFA was created in response to demands, mainly from those playing in the evenings, for another Xtreme FA to suit their unique play styles, which were previously unaccomodated within the game.

The cousins of the Xtreme FAs are the Casual FAs. These are for users who don’t have alot of free time, and expect to be online infrequently. The AI penalties are very light, so you will lose virtually no money by not being online. The FAs have been split into two; one, the Casual Weekday Association (CWA) for those who dip in and out of the game without any real predictability, signing in if and when they have time. The Weekend Casual Association (WCA), meanwhile, covers those who don’t have much time during the weeks but normally like to squeeze in a few matches on the weekends. The CWA has an interesting history – it began as a normal weekend association with higher AI penalties, but throughout every Game World we found that the play style of its members was very casual, and so decided to make it our second casual association.

THEME FAs

The final two FAs are a little different to the rest. The All Evening Football Association (AEFA) runs throughout the evening, and is for managers without a set play time, people who come home and like to play FML each night, but don’t really know when that will be. The Social Football Association (SFA), meanwhile, is arguably FML’s friendliest FA! All members sign up under the knowledge that they are required to play games at no more than medium speed. This encourages managers to chat as well as compete during games. In Beta both these FAs produced exciting community groups within the Game Worlds in which they were run, and we expect them to continue to do so in ‘Live’.

THE BEST FA FOR YOU

Choosing the best FA for you can mean getting the best possible FML experience. Here are some tips for choosing the right FA for you

Do not chase the largest FA and just join it because it is biggest. You need to join an FA which has the right amount of matches and requires the right level of involvement for you.

Do not join an Xtreme FA if you only play one game a day, for instance, as you will not be able to fulfill your fixtures! Equally, make sure the play times of whichever FA you join match yours as far as possible.

You can join the biggest FA, but if you aren’t online at the same time as the rest of its managers you won’t be able to play games ‘live’, and you will lose income via the AI penalties system.

Do not be afraid of joining smaller FAs. The community spirit is often even better if there are just a few members driving the direction of an FA. In addition, it means you are more likely to have access to the top tier of an FA, and the extra UFFA places that come with being in the top flight.

If you don’t mind working your way up from the bottom, join one of the tiered FAs, but if you don’t like the idea of being at the very bottom of a league structure join an FA with the ‘Flat Pyramid’ format discussed on the last page.

It is even more enjoyable to take part in an FA when you know the managers. Most FML users are very friendly, so don’t be afraid to chat to them during matches, or pop into your FA chat rooms to say hi!

If you have requests or ideas for your FA – for youth leagues, or reserve leagues, or, from season 3 onwards, a change to the FA’s format, let your member know, and they will discuss the proposal with the moderation team and put your idea to an FA wide vote if appropriate.

Tuesday, 11 November 2008

FML The Stadia and The Future

The stadium is the heart of any club, it’s where the fans flock for every home game and as such provides the backdrop for the battles on the pitch with the fans pouring out their passion, support (and money) from the kick off until the final whistle. Your stadium in FML is no different and how you choose to construct it, and the type of fans you attract to your games, will have a huge effect on how your team develops.

Last time around we discussed supporters and how each team will attract different types of fans so now, with that in mind we will look at how a stadium is constructed, and how to make the most of each type of supporter.

InfrastructureThe best way to think about a stadium in FML (and in fact all of the infrastructures in the game) is as a nested series of ‘boxes’ into which other elements can be slotted in. A stadium consists of 4 of these elements (the 4 stands) into which other elements can be added (seating, corporate boxes, advertising and so on). What type of elements to choose, and what to slot into each of them, will be what characterises your stadium and will influence the sort of atmosphere generated there, the match day income for the team and so on. An example, based on Cracklington Terriers (my GW2 side) is listed below…

My side is a relatively successful one, we have a 3 and a half star reputation and traditionally finish 4th in the XFA Premier League (much like my real life club, Liverpool). As a result of this, and our reputation for flamboyant football we are popular with ‘Sideshow’ supporters and families as well as attracting a significant number of Glory Hunter and Corporate fans. We have a lower than average number of Devoted fans and almost no Die Hard supporters.

With that in mind my first choice with the stadium is whether to cater for my existing fan base and make the most of them, or whether to attempt to influence the types of fans coming to matches simply by constructing a stadium that appeals to them. For now, I think I will build a stadium to make the most of my existing fans, they have played a big part in the club’s (modest) success to date so the last thing I want to do is turn my back on them!

Create your ownSo, I know what type of supporters I have, and I know that I can attract around 40,000 fans to each game – I think I’m set to start building!

The first decision to make is in actually building the stands themselves. Each stand has a cost (of course) and a number of the aforementioned ‘slots.’ Looking at the list I decide to build 3 “Two-Tiered ‘Gambero’ Stand I” stands and one grandstand(ish) which will be the ‘Three-Tiered ‘Mercantile’ Stand II.’ Now, with the stands in place I can start filling them up with seating and other bits and pieces.

The three ‘Gambero’ stands each have 7 seating blocks, 2 advertising blocks and one block for Corporate Seating whilst my grand stand has 10 seating blocks and 4 advertising blocks (although the Mercantile flavour of stand has no corporate slots it makes up for it with an extra advertising slot – let the cash flow!)

As mentioned before I have a number of corporate fans so I quickly fill up the corporate box slots, 2 x ‘Flauta’ Corporate Box’ (the basic box) and one ‘Exclusif’ Corporate Box (for the uber-elite.) I also quickly fill up all my advertising slots with Electronic Ad Boards – the devoted fans won’t be happy with all the flashing ads distracting them from the game, but they won’t mind so much when we’ve bought our way to the title….I hope! *gulp*

So now we have seating for a total of *drum roll* 1,406 people, all in corporate hospitality. Hmmm, it may be time to construct some proper seating!

Even though my side attracts a relatively low number of Devoted fans compared to the average for the game world they still make up the bulk of my total fan base. As a result I need to build some relatively affordable seats, comfort isn’t so much of a worry as they’ll be standing up most of the time anyway!

I decide I want as many of my devoted fans in the grand stand as possible so I fill 5 blocks there with ‘Astilla’ Seating – the cheapest of the seats (to buy and in terms of ticket prices.) My grand stand now holds an impressive 20,800 people, with 5 blocks still free for further expansion down the line.

The other stands each have 7 seating blocks so I go for 2 ‘Astilla’ Seating seating blocks in each as well as 2 x ‘Pieghevole’ Seating (nicer seating for the families and glory hunters who spend a little more cash and spend a little longer sat down) and 1 x ‘Di Lusso’ Seating (the best seats in the house for those who are rich enough for the best seats, but not rich enough for the boxes).

Each of these stands therefore has a total capacity of 8,219 meaning a total seating capacity for the stadium of 45,456 and plenty of room to expand. I also have a decent spread of seating to appeal to each type of fan. A breakdown is listed below.

Seat Type Capacity Ticket Price
Astilla Seating 32,800 £29
Pieghevole Seating 9,375 £40
Di Lusso Seating 3,282 £52
Flauta Seating 1,125 £225
Exclusif Corporate Box 281 £450

Okay, I’m pretty happy with that, all I need to do now is find the money to build the stadium! I’d better get saving those pennies!!

The above has been extracted from the Offical FML Blog

FML Fans and The Future

Rob Cooper, FML developer explains……

“Football is nothing without it’s fans, they provide the support, the passion, the loyalty, and the money a top side needs to be able to continue to compete – without them everything else falls away. In FML this is no different, so it’s about time you got to meet them. .

Every team has a number of fans who will turn up to the games, give their support (or not) and swell the club’s coffers by pouring their hard earned cash into the club. However, in FML, as in real life, not every fan is the same. They each have their own likes, dislikes and things they expect from the club. They also all bring different attributes to the games they turn up for – some fans will cheer and chant from the kick off to the final whistle, whilst others are too busy biting their nails to make much noise at all. Others still are too busy paying out huge amounts of cash for prawn sandwiches and champagne to even notice what is happening on the pitch even though those purchases are paying the players’ wages!

Types of supporter, We have broken down the types of supporters who will attend your team’s games into 6 broad categories which are listed below.

Corporates - Corporate supporters are a mystery to most other fans. They turn up to the games and spend vast sums of money to ’support’ the side but they do not appear to enjoy themselves at all while they are there, offering very little in the way of atmosphere or support to the matches.

Die Hards - Die Hard supporters are known for their extreme level of passion for their team, as well as the incredible loyalty they show to the side. Any side with a high proportion of Die Hard fans at their matches can expect highly vocal support and a fantastic atmosphere at the ground, however these supporters are not known for spending large sums of money and have a reputation for causing trouble.

Devoteds - Devoted supporters are the bread and butter of a team’s supporters and known for their incredible loyalty. Where most people would have pictures of their loved ones, Devoted fans have pictures of their side’s players. Any side with a high proportion of Devoted fans at their matches can expect great support and huge amounts of passion, the only drawback being these supporters do not spend huge sums of money.

Families - Family supporters are important for nurturing the fans of tomorrow. Whilst not as passionate as the Devoted or Die Hard fans they nonetheless make their presence felt (often through use of giant Styrofoam fingers).

Glory Hunters - Glory Hunter supporters are fired up when the team is winning, attending matches, giving vocal support and buying merchandise. However, at the first sign of a drop in the team’s performance, the Glory Hunter supporters vanish.

Sideshows - Sideshow supporters are not content with simply showing up and supporting the side. Instead they don capes, masks, face paint and wigs and generally go crazy greatly increasing the atmosphere at matches.

Club ratings, What each of these types of fans brings to the club is rated in terms of Atmosphere, Loyalty, Passion, Money and Violence, with each supporter type bringing each in different measure.

Of course, every team is unique, so each team in FML will attract a different proportion of each type of fan. A successful, high reputation team will tend to attract Glory Hunters and Corporate fans, whilst a team with a high work rate and loyal players will tend to attract the Devoted fans. Players willing to bend the rules for the team might attract Die Hards but alienate Families whilst a high proportion of Die Hard fans in itself may alienate Corporate fans.

As a result of all these interactions each team will have its own personality which you, as manager will be able to shape by appealing to the types of fans you want your team to be characterized by – Do you want to go down the corporate route, swelling your side’s coffers with all their cash, but risk alienating the fans who provide the passion and support on the terraces? Or perhaps you want to appeal to the devoted fans but risk missing out on all that lovely corporate revenue? The choice is yours!”

The above has been extracted from the Offical FML Blog