The Skills system in FM Live
Average Rating: 6/10 Hits: 977 Submitted: Mar 11, 2008
Manager Crisis will attempt to give insight into the features that are on offer currently within FM:Live. Starting with the skills system in its current state, explaining star levels and planned future expansion.
The Skills System
A feature of anticipation, depth and diversity. Allowing managers to become unique in an area of a chosen study. There are five areas of study; Coaching, Physio, Scouting, Management and Learning. Each study area gives advantages in different ways. Each sub-area are given as a star level in the range 1 to 5 star, going up in increments of one star. Each manager has the ability to train one sub-area skill at any given time, the training is done over a time period, which is set for each sub-area skill.
Coaching:
Like most key study areas within the skills system there is a ‘master’ skill level, in this case known as ‘coaching’; each level of this skill grants a 5% Training Boost to all Players in your team. The skills to train in this area divide down into smaller sub-area skills. Which consist; First Team Coaching, Youth Team Coaching. Each level of these skills grants a 5% Training Boost to all Youth Players or First team players in your team (players aged 21 or under are given the ‘Youth’ brand and players above 21 are given the ‘First team’ brand). Coaching then splits further into each specific area; Mental, Technical and Physical.
In order to gain the ability to train some skills you must increase the ‘master’ or ‘parent’ skill. The parent skill is the master skill of the smaller areas, for example;
The skill ‘Physical Coaching’ is the parent of the child skill ‘Acceleration Coaching’. Each skill within this area gives a 5% training boost to that given area of coaching.
Physio:
The master skill in this area is seemingly ‘Physiotherapy’ with each level of this skill grants a 5% Reduction to the amount of time a player is injured for. Currently when a player gets injured the time is calculated by taking the initial injury time and taking away the reductions to that injury. For example;
Player X gets injured for 2 hours and you have only star level 1 for physiotherapy then the time of injury would be 1.9hours. It is a often a misunderstood that the length of the injury reduces over time, however this misunderstanding will eventually be reality due to planned expansion (explained later).
The master skill is also the only parent skill within Physio, with all child skills requiring star level 3 for Physiotherapy. The child skills consist of Foot injuries, shin injuries, knee injuries etc... Each child skill also gives an extra 5% reduction to that given injury. Each child will cover certain injuries, for example foot injuries cover the following;
Broken ankle
Broken foot
Broken toe
Damaged Achilles tendon
Damaged foot
Damaged heel
Sprained ankle
Strained ankle ligaments
Stubbed toe
Torn ankle ligaments
Twisted ankle
Scouting:
The master skill for scouting is ironically ‘Scouting’, this area is probably one of the more intense customs. The parent skill is also the master skill, and the child skills consist of different regions. Each region covers different countries. The master skills grants a 5% Increase to the total number of players who you can view in the game for each level incremented. Whereas the child skills grant 5% to the total number of players within that region. This increase is random, and allows only the users who can find these extra players to purchase them.
Judging potential:
There is very useful skill within scouting, and it allows for a feature to be “unlocked”, this skill is known as ‘Judging potential’, still a child of scouting, but with each level of this skill grants a 10% Increase to the accuracy of the player's potential rating. It is very useful to point out that every manager starts with 50% accuracy when judging players potential, however the feature isn’t open until you gain star level 1 in judging potential. This then allows at star level 5 to have 90% accuracy when judging a players potential.
Currently you can only view a players potential when that player is below the age of 24. The potential is shown on the players profile page as a star rating, this can be searched when using ‘player search’. The range is also from 1 to 5 stars, however goes up in increments of half a star. What the star ratings actually show is what comes next, the user interface shows stars, however the math behind them is a value from 0 to 200 and is the potential ability (PA) of that player. Using the previous then the ranges within the stars are as follows;
5 stars: Potential Superstar – 200-180
4 ½ stars: Top Prospect – 179-160
4 stars: One to watch – 159-140
3 ½ stars: Hot prospect – 139-120
3 stars: Decent Prospect – 119-110
2 ½ stars: Prospect – 109-90
2 stars: Reasonable Prospect – 89-70
1 ½ stars: Unlikely to improve – 69-50
1 star: Highly Unlikely to improve – 49-20
No star would indicate 0-20, however very unlikely that this player would be a professional athlete therefore the star ratings start at 1 star.
Now the potential star ratings has been explained this needs to be put in context of how accuracy of judging potential works. To summarise when you view a players profile you get an area which gives that players potential, which is in the form of a star. This star is what “you” as the scout judged the player, so for example;
Manager X has star level 5 in judging potential giving manager X the accuracy 90% when judging players potential. Manager X has the ability to be out by only 10%, which means the manager X can only be out by ½ a star. If the players true Potential Ability (PA) is 200 (5 Stars) then manager X will either see 5 stars or 4 ½ stars. Now let’s say the manager Y has star level 4 for judging potential, therefore can be out by 20%, which means the manager Y can be out by 1 full star either way, so if a player has PA 170 then the Manager Y could judge either side 3 ½ stars or 5 stars.
It is a common misunderstanding that the accuracy means you are right that percentage of times, or incorrect a percentage amount of times. Being 90% accurate doesn’t allow the scout to be correct 90% of the time; it allows to only be out by 10% (½ star).
Management:
The master skill and ultimately the parent skill in management is ‘Finance’, each level of this skill grants a 1% Increase to the interest rate received on money in your team's bank account. Interest rates are calculated over a season, so the 1% increase will be over 28 days. It is a common misunderstanding that this is a 1% increase of your bank balance each day. The child skills are;
‘Transfer Negotiations’ with each level of this skill grants a 5% Decrease in Acquisition Fees paid when buying players and a 5% Increase in Acquisition Fees received when selling players.
‘Man Management’ with each level of this skill boosts positive morale effects by 5% and reduces negative morale effects by 5% for all players in your team.
‘Contract Negotiations’ with each level of this skill reduces demanded pay rises by 5% for all players in your team when auto-extending their contract. In addition it will also reduce the pay rises players demand when they sign for your side in a transfer auction by 5%.
‘Influence’ which reduces the length of suspensions following disciplinary hearings by 50% for all your players. It is vital to note that this skill only goes to the star level 1.
‘Commercial’ with each level of this skill boosts your team's daily income by 5%. Star level 5 in finance is required before starting to learn this skill.
Currently there are two sub-skills which are disabled in this area. ‘Construction’ with each level of this skill reduces the cost of stadium expansion by 5%. Currently stadium features aren’t in the game. ‘Marketing’ Increases interest in the team and so boosts attendances and merchandise revenue by 5% for each level of the skill. Like with stadiums, attendance and merchandise features aren’t currently in game.
Learning:
There are no master skills within this section, unlike the other areas. This is because sub-areas in this custom are learnt to reduce the learning time of skills with other areas. The time reductions ‘stack’, so therefore if you gain star level 3 in coaching badge then that reduces all time by 15% in the coaching area. Coaching badge - Each level of this skill reduces the time taken to learn coaching skills by 5%. Presence - Each level of this skill reduces the time taken to learn management & boardroom skills by 5%.
Perception - Each level of this skill reduces the time taken to learn scouting skills by 5%. Bedside Manner - Each level of this skill reduces the time taken to learn physiotherapy skills by 5%.
Times for all areas increase on an exponential rate, so when taking time reductions away, the percentage is calculated and then removed from the time, allowing for the new time to be displayed in the skills panel.
Currently only one skill can be learnt at any given time, and other skills cannot be stacked behind, which in turn means the user must log on in order to reduce downtime of learning.
Future Expansion:
Future expansion of the skills system will allow managers to use their skills in order to gain cash payment from another manager. For example; sending one of your players to a team which has great physiotherapy skills in order to recover quicker, however as the current calculation stands this method wouldn’t reduce the players injury, so therefore the calculation would have to be changed as suggested previously. Also paying a scout to either judge players potential or give them the ability to sign a player you have found.
Future expansions are only in discussion to BETA testers, therefore the above is only on an idea based explanation.
A feature of anticipation, depth and diversity. Allowing managers to become unique in an area of a chosen study. There are five areas of study; Coaching, Physio, Scouting, Management and Learning. Each study area gives advantages in different ways. Each sub-area are given as a star level in the range 1 to 5 star, going up in increments of one star. Each manager has the ability to train one sub-area skill at any given time, the training is done over a time period, which is set for each sub-area skill.
Coaching:
Like most key study areas within the skills system there is a ‘master’ skill level, in this case known as ‘coaching’; each level of this skill grants a 5% Training Boost to all Players in your team. The skills to train in this area divide down into smaller sub-area skills. Which consist; First Team Coaching, Youth Team Coaching. Each level of these skills grants a 5% Training Boost to all Youth Players or First team players in your team (players aged 21 or under are given the ‘Youth’ brand and players above 21 are given the ‘First team’ brand). Coaching then splits further into each specific area; Mental, Technical and Physical.
In order to gain the ability to train some skills you must increase the ‘master’ or ‘parent’ skill. The parent skill is the master skill of the smaller areas, for example;
The skill ‘Physical Coaching’ is the parent of the child skill ‘Acceleration Coaching’. Each skill within this area gives a 5% training boost to that given area of coaching.
Physio:
The master skill in this area is seemingly ‘Physiotherapy’ with each level of this skill grants a 5% Reduction to the amount of time a player is injured for. Currently when a player gets injured the time is calculated by taking the initial injury time and taking away the reductions to that injury. For example;
Player X gets injured for 2 hours and you have only star level 1 for physiotherapy then the time of injury would be 1.9hours. It is a often a misunderstood that the length of the injury reduces over time, however this misunderstanding will eventually be reality due to planned expansion (explained later).
The master skill is also the only parent skill within Physio, with all child skills requiring star level 3 for Physiotherapy. The child skills consist of Foot injuries, shin injuries, knee injuries etc... Each child skill also gives an extra 5% reduction to that given injury. Each child will cover certain injuries, for example foot injuries cover the following;
Broken ankle
Broken foot
Broken toe
Damaged Achilles tendon
Damaged foot
Damaged heel
Sprained ankle
Strained ankle ligaments
Stubbed toe
Torn ankle ligaments
Twisted ankle
Scouting:
The master skill for scouting is ironically ‘Scouting’, this area is probably one of the more intense customs. The parent skill is also the master skill, and the child skills consist of different regions. Each region covers different countries. The master skills grants a 5% Increase to the total number of players who you can view in the game for each level incremented. Whereas the child skills grant 5% to the total number of players within that region. This increase is random, and allows only the users who can find these extra players to purchase them.
Judging potential:
There is very useful skill within scouting, and it allows for a feature to be “unlocked”, this skill is known as ‘Judging potential’, still a child of scouting, but with each level of this skill grants a 10% Increase to the accuracy of the player's potential rating. It is very useful to point out that every manager starts with 50% accuracy when judging players potential, however the feature isn’t open until you gain star level 1 in judging potential. This then allows at star level 5 to have 90% accuracy when judging a players potential.
Currently you can only view a players potential when that player is below the age of 24. The potential is shown on the players profile page as a star rating, this can be searched when using ‘player search’. The range is also from 1 to 5 stars, however goes up in increments of half a star. What the star ratings actually show is what comes next, the user interface shows stars, however the math behind them is a value from 0 to 200 and is the potential ability (PA) of that player. Using the previous then the ranges within the stars are as follows;
5 stars: Potential Superstar – 200-180
4 ½ stars: Top Prospect – 179-160
4 stars: One to watch – 159-140
3 ½ stars: Hot prospect – 139-120
3 stars: Decent Prospect – 119-110
2 ½ stars: Prospect – 109-90
2 stars: Reasonable Prospect – 89-70
1 ½ stars: Unlikely to improve – 69-50
1 star: Highly Unlikely to improve – 49-20
No star would indicate 0-20, however very unlikely that this player would be a professional athlete therefore the star ratings start at 1 star.
Now the potential star ratings has been explained this needs to be put in context of how accuracy of judging potential works. To summarise when you view a players profile you get an area which gives that players potential, which is in the form of a star. This star is what “you” as the scout judged the player, so for example;
Manager X has star level 5 in judging potential giving manager X the accuracy 90% when judging players potential. Manager X has the ability to be out by only 10%, which means the manager X can only be out by ½ a star. If the players true Potential Ability (PA) is 200 (5 Stars) then manager X will either see 5 stars or 4 ½ stars. Now let’s say the manager Y has star level 4 for judging potential, therefore can be out by 20%, which means the manager Y can be out by 1 full star either way, so if a player has PA 170 then the Manager Y could judge either side 3 ½ stars or 5 stars.
It is a common misunderstanding that the accuracy means you are right that percentage of times, or incorrect a percentage amount of times. Being 90% accurate doesn’t allow the scout to be correct 90% of the time; it allows to only be out by 10% (½ star).
Management:
The master skill and ultimately the parent skill in management is ‘Finance’, each level of this skill grants a 1% Increase to the interest rate received on money in your team's bank account. Interest rates are calculated over a season, so the 1% increase will be over 28 days. It is a common misunderstanding that this is a 1% increase of your bank balance each day. The child skills are;
‘Transfer Negotiations’ with each level of this skill grants a 5% Decrease in Acquisition Fees paid when buying players and a 5% Increase in Acquisition Fees received when selling players.
‘Man Management’ with each level of this skill boosts positive morale effects by 5% and reduces negative morale effects by 5% for all players in your team.
‘Contract Negotiations’ with each level of this skill reduces demanded pay rises by 5% for all players in your team when auto-extending their contract. In addition it will also reduce the pay rises players demand when they sign for your side in a transfer auction by 5%.
‘Influence’ which reduces the length of suspensions following disciplinary hearings by 50% for all your players. It is vital to note that this skill only goes to the star level 1.
‘Commercial’ with each level of this skill boosts your team's daily income by 5%. Star level 5 in finance is required before starting to learn this skill.
Currently there are two sub-skills which are disabled in this area. ‘Construction’ with each level of this skill reduces the cost of stadium expansion by 5%. Currently stadium features aren’t in the game. ‘Marketing’ Increases interest in the team and so boosts attendances and merchandise revenue by 5% for each level of the skill. Like with stadiums, attendance and merchandise features aren’t currently in game.
Learning:
There are no master skills within this section, unlike the other areas. This is because sub-areas in this custom are learnt to reduce the learning time of skills with other areas. The time reductions ‘stack’, so therefore if you gain star level 3 in coaching badge then that reduces all time by 15% in the coaching area. Coaching badge - Each level of this skill reduces the time taken to learn coaching skills by 5%. Presence - Each level of this skill reduces the time taken to learn management & boardroom skills by 5%.
Perception - Each level of this skill reduces the time taken to learn scouting skills by 5%. Bedside Manner - Each level of this skill reduces the time taken to learn physiotherapy skills by 5%.
Times for all areas increase on an exponential rate, so when taking time reductions away, the percentage is calculated and then removed from the time, allowing for the new time to be displayed in the skills panel.
Currently only one skill can be learnt at any given time, and other skills cannot be stacked behind, which in turn means the user must log on in order to reduce downtime of learning.
Future Expansion:
Future expansion of the skills system will allow managers to use their skills in order to gain cash payment from another manager. For example; sending one of your players to a team which has great physiotherapy skills in order to recover quicker, however as the current calculation stands this method wouldn’t reduce the players injury, so therefore the calculation would have to be changed as suggested previously. Also paying a scout to either judge players potential or give them the ability to sign a player you have found.
Future expansions are only in discussion to BETA testers, therefore the above is only on an idea based explanation.
