Attributes (DF-MF-FW)
Each player has a series of attributes, some set in stone from the get-go, and some variables in the short or long term based on how you approach it:
Overall Rating
Consists of 6 elements: Pace, Shooting, Passing, Dribbling, Defence, Stamina
Skills
Not to be confused with traits; skills can be perceived as potential. The skill bar can range between 1-5. Higher the number; the more chances that the player will have a natural knack for the game.
Weak Foot
Determines how well the player can use his weak foot. Weak foot bar ranges between 1-5. Higher the number; the higher possibility of the player creating chances with his weak foot too.
Dominant Foot
Indicates the dominant foot of the player; helping you determine where to place him.
Height - Weight
Just like in the real world, no player is alike. Players can take additional perks based on their physical attributes or can be penalized based on them too.
Reputation
Overall quality or character of a player as seen or judged by people in general. A player with a very high reputation can increase the overall value of a team, fill stadiums and increase ticket revenue whereas a player with a very low reputation can harm the team chemistry, causing deteriorated performance on the pitch.
Attack Vision (L/M/H)
Players eagerness to pitch into the attack.
H - High - The player is very eager to help out during attacking
M - Mid - The player is well balanced between helping out and maintaining his position
L - Low- The player is very eager to maintain his position
Defence Vision (L/M/H)
Players eagerness to pitch into the defence.
H - High - The player is very eager to help out during defending
M - Mid - The player is well balanced between helping out and maintaining his position
L - Low- The player is very eager to maintain his position
Temperament (Aggressive/Neutral/Calm)
The emotional state of the player. An aggressive player (with a high defence vision) may try to go above and beyond to prevent a goal but may end up drawing a foul within the penalty area due to aggressiveness. A calm player may not let the scoreboard get to his nerves and still make good decisions. It's a curveball that we wanted to incorporate into the game to spice things up. Depending on how you want to play your game, you can factor in temperament to reflect your style to the pitch.
Traits
WORK IN PROGRESS - This is still undergoing and will be implemented close to release. Traits are additional perks that you can add to the players that are different from other natural skills or stats.
Condition
Each player starts with 100 points in condition
Condition deteriorates with time spent on the pitch
A player with a high condition will perform in his normal stats
As the condition deteriorates so does the performance
The condition levels of the players are tied to their age too. As a player gets older, they will get tired much faster compared to players who are in their earlier stages
A player with a condition lower than 60/100 will be more prone to injury
Each match will deduct 10 points from the condition
A player with a 100/100 will be left with 90/100 after 90 minutes of playing
If the same player attends a consecutive game, his condition will be 80/100
For a player to be in top condition (100/100) they need to rest for a duration of a full match
A player joining the game by substitution suffers less from fatigue based on the timing of the substitution
A fully recovered injured player will have a condition of 70/100
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