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RULES
Jul 27, 2013 12:41:26 GMT -5
Post by Elvis on Jul 27, 2013 12:41:26 GMT -5
The best and simplest way to do this is to focus on numbers and not players.
Thus, you buy players of a certain rating (between 1 and 10) for your team. So there are no ages or anything to change it (yet).
Each team starts with 85 points to spend. As seasons go on, or as investment increases, the budget can increase.
When games do take place, there will be factors taken into account. The rating of the 4 areas of play (goal, defence, midfield, forward) in which the rating will affect the state of play in these. The standard formation (unless another one is specified) will be used to calculate the presence in each place. The numbers will go through a formula which will affect the likelihood of a win, lose or draw.
Based on this formula there will be a random number generated at the odds available and then the score will come out.
So all that is needed just now is the team sheets, ratings and formations.
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RULES
Jul 27, 2013 13:06:04 GMT -5
Post by Elvis on Jul 27, 2013 13:06:04 GMT -5
The formula for now is ((A1-A2)+(B1-B2)+((C1-C2)/2)) which calculates the difference between Goalkeepers, defenders and half of the midfield. The Attack is the same which is (((C1-C2)/2)+(D1-D2)).
That should give a number which is the difference in attacking and defending. These will affect the likelihood of each to score and not concede. Then the liklihood is calculated by adding them and working out the % of the total these numbers make which makes a number we can use in the generator.
So; if one team has a defence of 1 and the other an attack of 2 there is a 33% chance of the 1st team defending each of the generated numbers of goals. In the other sense, in each of the numbers generated there is a 66% chance of the other team scoring the goals.
Then we generate a number of goals for each team, then the chances are put through for each goal and in the end a score is generated.
So if the generator makes 3 goals for the team 66% likely to score the number of goals could be between 0 and 3 depending on luck. On average they will score 2 of them. The other with 4 goals generated if they had a likelihood of 50% will on average get 2 goals. So over time the average would have it a draw because one team has a higher attack (Of course, thats assuming it goes according to liklihood).
Its actually very simple maths and straight forward to work each out. The only taxing thing is applying the ratios of attack/defend to each goal which could be up to 12 (the number of goals is between 0 and 6). But that shouldn't take long.
Hope this works fairly easily.
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RULES
Jul 27, 2013 13:11:44 GMT -5
Post by Elvis on Jul 27, 2013 13:11:44 GMT -5
As for injuries and cards. It is just a 1 in 20 chance of getting a red card or injury in a game. So don't be unlucky! You will lose a player chosen at random for 3 games.
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RULES
Aug 1, 2013 17:20:10 GMT -5
Post by Elvis on Aug 1, 2013 17:20:10 GMT -5
Buying and selling players
At the end of a season teams will get the following player points for their teams -
1st - 15- 3 2nd - 10 - 2 3rd - 8 - 2 4th - 6 - 1 5th - 4 - 1 6th - 2 - 1
They use these points like money for buying players from other teams. A team may offer a number of points for a player in another team and the other must accept. Then the points will be traded.
Teams can also buy players for a value equalling the skill rating plus 2. So a player which ranks as a 5 would cost 7. Buying from other teams is therefore cheaper for teams.
The second number allows teams to increase the ability of a player by that number of points. So a team who wins can increase a player ranking by 3 or 3 players rankings by 1.
Lastly, owners can buy points for a cost which is updated according to the rate of inflation. So at present a point costs $10 payable to the league and handed out to the owners as winnings.
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