Now I'm not going to claim I'm not arrogant because I probably am, and I often let my indignance get the better of me so that accounts for snootiness. That said, I am genuinely trying to help people get the best they can out of their academies which can make attempts at being helpful all the more frustrating.
So what I'm going to do with this post is explain a little bit about how academies work. Most FML players have probably read this before, as I've already posted it on the SI forum ( http://community.sigames.com/showthread.php?t=197427 ), but for those of you who missed it I hope it's helpful. It's based on a number of e-mail exchanges with Rob Cooper, the main man behind the academies system in FM Live.
Each nation in the database has what Rob terms a "waiting room", a number of expected newgens, and a number of needed graduates.So that's how it's working right now. Is that how it -should- be working? I'm not sure. I suggested a number of alternatives in beta, as did many others. This is what we currently have though, and we probably need to recognise that SI aren't likely to go back and rewrite the entire thing so any changes need to build on what we currently have.
For the number of expected newgens and their PA distribution, the game uses the original game database as a template – this means that new players should be distributed in terms of numbers and ability in a similar way to the distribution in the starting world. So there will be an increased chance of top players from Argentina, Brazil etc by virtue of the fact that there are more top players in the starting db from there, and there will be an increased number of players expected from England etc as there are usually more players in general from there.
The game tries to ensure there are always 50,000 players in the game world, and that at least 10% are youngsters (ages 15/16/17). What this means is that every time a player retires (meaning the total population drops) or a player ages (meaning the youngster population drops) a player is created to replace them. The game creates players based roughly on the breakdown in the master DB – meaning that if say 10% of starting DB players are from Brazil then 10% of new youngsters should be from Brazil too. This is the default behaviour – so if there are no academies this is how it will work.
Academies then work on top of this – so let’s say an obscure country should produce 10 players per season, but a user builds a 5 star academy there, then it will produce at least 16 players per season instead, to ensure the academy is full. If two academies are built, the game creates at least 32, and so on.
However this is where it becomes tactical - each nation has a cap on the number of "normal PA" graduates it will produce, meaning players that will be created with the PA distribution mentioned above. This cap is always at least 16, even if the nation would not normally produce that many newgens, to allow for one 5* academy per nation. If the game normally expects more than 16 newgens from a given nation, its cap will be higher. Any graduates required above and beyond this cap will created as low-potential filler just to make up the numbers, though with a 1 in 100 chance of having a "normal PA" for that nation. Thus, in heavily saturated areas like Brazil, you are likely to have say 15 academies vying for 60 newgens, and thus only getting 4 "normal PA" graduates each plus a lot of 1* filler. The question is, are those 4 Brazilians, with Brazil's typical CA/PA distribution, more use to you than having the only 5* academy in Yemen and getting all 16 Yemenis, with Yemen's typical CA/PA distribution?
Now when each newgen is created under the system described above, they are created as a template consisting purely of name, nationality, CA, and PA. They are then placed into a "Waiting Room", where they will remain for at least 7 days. This, incidentally, is why it will take 7 days or so for any academy to start producing graduates. When a space opens up in an academy, the code checks the waiting room and selects the best available newgen. He is then fleshed out with position, attributes, place of birth, all that loveliness and sent to the academy, however with a chance that in the midst of this process he ends up as a free agent. If he does, the academy in question will still get its required number of graduates - just not that particular individual. As mentioned above, I'm not sure on the specific numbers involved here.
Any newgens that are never picked up by an academy go to free agency, so if the game expects 20 Welshmen but there's only one 5* academy the other 4 are guaranteed to become free agents. I'm not sure what effect closing or downsizing academies would have on this figure, but I do know that some of the templates in the waiting room will never actually be "fleshed out". I assume therefore that closing/downsizing academies means their players simply aren't spawned.
Giving SI their due, they have asked what improvements and enhancements the community would like to see. That thread, for those who subscribe to the game, is found at http://community.sigames.com/showthread.php?t=208559
What would I like to see? Just a little more control. I'd like my academy to be able to specialise in physical or technical players, I'd like to have a measure of control over positions of my graduates, and I'd REALLY like to be able to affect their preferred moves. Apart from that, I'm pretty happy with the system as it is now. Oh, I do have one more tiny request: I'd like every player to spawn at age 15, so they all get at least two full seasons of U17s football before they have to move up. That's particularly important for their physical development, and seems like it should be easy enough to code.
Oops, there I go again with my "I don't understand it so it must be easy to do..."
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