Monday, February 15, 2016

New transfer system

Key features
-          Coins: It’s something you use to buy and sell players.
You get coins when:
o   You sell a player
o   One of your academy player is sold
o   The season is over, according to your final position in the standings
o   ... probably more to come later on
You use coins when:
o   You buy a player
o   ... Maybe more later on
-          Market value: Value in coins of a player. Based on technical skills and age (only). It increases with training, and decreases with age.
      Discount: See under

New sale: Example
      You want to sell John Smith, who has a market value of 100 000 coins.
-          Click on the button ‘Sell player’. (unchanged)
-          Wait the hour or two to make the sale validated (unchanged)
-          You get then 96% of the value (96000 coins right into your pocket), and the club founder gets the remaining 4000 coins (it may eventually be you)
John Smith is then on sale, until he gets sold or his value drops to zero and still, nobody wants him during a while.

As soon as somebody puts a bid on him (100 000 coins), a countdown starts. You have 72 hours (3 days) to offers him a better salary, so you can outbid the previous bidder.  And so on, until nobody wants to offer a better salary and the 72 hours are gone (a better salary in the last 3 minuts axtends teh deadline, as it was before).

If nobody puts any bid and offers 100 000 coins, a discount is offered on this player (5%, then 10% a couple of days later, then 15% ...  and so on until it gets a bid). When the discount is 100%, the player is removed from tranferlist. If you get a player wth a discount, the discount will be applied if you sell the layer.
Sale of a player with discount:
-          You bought John Smith (market value 100 000) when he had 50% discount. You paid therefore only 50 000 coins.
-          A season later, after some training, the market value is 120 000 coins.
-          If you sell him you’ll get 96% of 60 000 coins and the salary will go back to its calculated value.


Got it? If not, just think again about it.


This article will be completed or modified during this week to answer as many questions as possible, so please come back and check it regularly

Friday, September 25, 2015

Changes autumn 2015

Long time no see, isn't it?

It has been very quite during the last months, for different reasons, but now, things are finally settling down and RM will get more focus again.

There is 2 big projects on their way that are going to be developed at the same time (but by the same person, so don't expect too much at a time, ok?)
- Transfers changes
- Line up and game engine changes

Today, it's very difficult to get a better team without 'buying cheap and selling high', and the temptation is high to cheat.
I already said it, but I say it again: I want to change this to focus more on the squad, for instance:
- It must be worth it, economically speaking, to be 6th on division 2 rather than 2nd on division 3.
- A player who usually play wing cannot suddenly play prop without consequences
- A hooker taller than his props must have consequences
- A new player in a team needs some time to fit in his new team
...

My point is that:
- Today, it's worth it to use much time on the transfermarket to progress and you play with the same line up again and again.
- Tomorrow, it has to be worth it to use much time on the analysis of the opposite team and on the line ups.

I won't go more on details, but you'll be informed when things happen:
As a starter, here is the first (probably the less popular of all) new feature:
- You cannot sell a player for a higher price than the price you bought him for, if he didn't receive any individual training during the time you had him.

More to come in october.

Sunday, October 12, 2014

Stamina change

From now on, stamina will be a skill with a specific behaviour (like experience does).

Short version:
- The more a player plays , the more he earns stamina.
- The less a player plays, the more his stamina drops.

Extended version:
Every night, a player looses 0.05 points in stamina (0.35 a week).
During the following 24 hours after he plays a game, he'll earn x points in stamina.

X=0.2 for a cup game
X=0.4 for a friendly
X=0.6 for a league game.
X=0 for a game with his national team, if part of the national team.

A little exemple to make sure everybody gets it:

First of january, a player has 6.0 points in stamina (exactly 2 blue squares). How many points will he have the 10th of january, if he played a friendly and a league game during this period.

Answer:
There is 9 nights during this periods, so he'll loose 0.45 points.
He plays 2 games, so he'll get 1 points.
So, he'll have a stamina skill equal to 6.55 on the 10th of january.

This change is happening this week.

2 last notes:
- Academy players turning 17 will all start with 6.9 points (today, they start with 2).
- Stamina training is coming to disappear very shortly.

Tuesday, April 1, 2014

Big bang: New transfer system on air today

Ironically enough, it is the first of april today, but this post isn't an april fools. The topic is too serious to be part of a silly joke and things hurry so much and I don't want to lose another day waiting for the second of april.

So, what is it about?
RM wants to be fair: There have been too many abuses in the game, and some players were accused of abuse when they didn't do anything wrong. With this change, it will still be possible to use the transfer market to get rich, but you'll have to play by the rules.

So, basically, each player has a market value (the maximum price he can be sold for), based on his 11 best technical skills (note: This is a change from what was previously announced). The 2 technical skills with lowest value aren't used.

You can sell a player for this price, or lower if you think the calculated price is too high and won't be reached. Then, the usual bidding round happens until we reach the maximum price. Then, in a case where many buyers are still interested, They bid on the extra salary they will offer on top of his "regular salary".
Ex: A player has a 3 000 dollars salary, you offer 2 000 dollars more as "extra salary" and you get the player. You'll have to pay a salary of 5 000 dollars each week, until his next birthday. Let's say the salary is  then updated to 4 000 dollars because he got trained. You'll have to pay 6 000 dollars a week after the update. If you sell him, his extra salary will disappear and will eventually be replaced by a new extra salary offered by his new owner.

Maybe you will get confused.. but you'll get used to it. It's not so complicated.

As a huge help, here is a page where you can predict the market value you'll get as your players get better or older. Use it as much as you want, try to find the best way to train your players to get more money, and what age is best to sell your specific player
Magic link: http://www.rugbymania.net/value_forecast.php

Wednesday, February 12, 2014

Season 24 small changes

The season 23 is now over, and the demotions/promotions will happen, as usual, around saturday.

Here is some information that you may find useful:
First,
- Real value: This value doesn't have any real and specific purpose. It just gives you a summary of the skills of your players with a single value. It's used to calculate the salary as well. So, the higher the real value is, the higher your salary will be when it gets updated.
- Market value: Will be the price you get for your player if you decide to sell him. You won't need to wonder "How much can I expect to get if I decide to sell my player?", as it will be explicitely displayed and you won't have the possibility to get more than this value.

- Refund for founders: Players from your academy will get a 3% refund on their salary as long as they play in your club. So, if you have 3 players from your academy that have a total wage of 10000 euros, you'll get 300 euros refunded each week. Note that this will occurs even if the player has been sold and bought again later.

[OUTDATED]
- Line up
  • You'll get a warning if the hooker is higher than your highest prop.
  • You'll get a warning if one prop is more than 10 cms higher than your other prop.
  • You'll get a warning if one lock is more than 10 cms higher than your other lock.

These warnings won't have any effect at all for the season to come (season 24), but it will make your scrum less effective later on (season 25+). You'll get more information on this at the end of season 24, but you can already start thinking making your scrum "season 25+ ready".
[/OUTDATED]