tujague
Registered User
- Feb 13, 2005
- 4,794
- 0
**I changed these to referral links. I just want to see how many people join from here. And how many people stick with the game. I must have a referral link posted somewhere else because I've had 5-6 people join through it. But only one of those people have kept playing. I earned 6 total credits for that If you join through that link and I get credits, message me on PPM and I'll send em your way.
Basketball is here!
NEXT SPORT? Who the hell knows?
Part I - January 2009 - January 2010
Part II - January 2010 - March 2010
Part III - March 2010 - July 2010
Part IV - July 2010 - January 2011
Part V - January 2011 - August 2011
Part VI - August 2011 - February 2012
Part VII February 2012 - September 2012
Part VIII September 2012 - April 2013
Part IX April 2013 - January 2014
Part X January 2014 - April 2014
The Basic Set Up
PowerPlayManager, or PPM, is a browser based simulation. It's completely free to play, but you can buy a ProPack to support the game. Which will also make a bunch of things easier, adds some graphical flair, cuts out most advertising, etc. But no actual in game advantage.
Currently we're playing hockey and soccer. Handball is coming soon(?). Yes. I said Handball. We think they're going with Handball because it's a similar team sport to hockey/soccer. It'll be easier to get that type of game up to speed. And apparently Handball is a huge sport in the countries where PPM is most popular. Once they get those three up to acceptable levels, we're hoping they add F1 or tennis or something very different for the next sport.
You get to name your own team and stadium/arena. The games use fake players. They're randomly generated by each team's Sports Academy. Every week you get 1 to 4 or 5 players depending on the level of your SA. Each country has their own name database, so you won't see anything too weird. You create your own lines and training schedules, decide who takes free kicks and corners in soccer, or Penalty shots in hockey. Hockey also has different line tactics for even strength and special teams.
Hockey is a very good game. Solid rules and execution. They seem to add new stuff every season or two. Soccer is a bit raw. They had some problems with the main soccer programmer moving to another job. So the development slowed down a bit while the new guy got familiar with the code. They're back on track and new things are being added every season.
Oh, I forgot about the National Teams. Each season in hockey, someone is elected to run the NT. They pick the players and schedule friendlies during the season. In the last two weeks of each season, the hockey World Championships are played. I think there's three divisions. Countries vie to host them each season. Unfortunately some countries started doing ridiculous bids (actual trophies and other crazy ish), and that seems to have turned off a lot of countries. They don't get as many bids as they used to. I don't think the US has submitted a bid in several seasons. But it's still a cool idea The World Cup in soccer will happen every four seasons just like real life, and their will be other tourneys in the off years. Or something like that. They're still working on that stuff. (National teams have been added in soccer. Our own Obryantj has been the NT manager for a few seasons and has us ranked 9th. That's very good. The US is a relatively small country in these games.)
Both games are set up like European leagues. The top league in each country is I.1. That's league level one (I), and division one (.1). The next level is II.1 through II.4. There's 4 divisions in league II. There's 16 divisions in league III. Then 64 IV divisions. The idea is to win your league to promote to the next highest league. If you finish in second, you get to play someone from the higher league for the right to play in the higher league next season.
When you get your team, you will start in one of the lower levels. That's so you don't get your ass pounded by the more established teams. You'll probably still get pounded by the good teams in lower leagues, but you'll also face a lot of equal competition. Don't get freaked out by losing. This is not the franchise mode in NHL11 or 12 or whatever EA is on. This is a marathon. Seasons last 112 days, so odds are you will start in the middle of a season. Games are played at Noon est for all games in hockey and it varies for soccer. In the US/Canada, they're played at 4:30 est. That's the daily update. It includes the matches and updated standings. The nightly update starts around 11pm est, and lasts an hour or so. This is when injuries are reported, contracts are renewed, training occurs, player suspensions in soccer, etc.
The Infrastructure
Your stadium is divided into 8 sections. You can add seats, snack bars, fan shops, restaurants, press boxes & skyboxes. You can also upgrade the type of seats. You start with benches and work your way up to Triple Floor Multifunctional. There's also Ice/Pitch Quality, Parking Lots, Sound & Scoreboard upgrades. You can even paint your ice.
You also have 7 facilities. These include:
*Training (self explanatory. Massively important.)
*Regeneration (helps players regain energy so they can train better)
*Human Resources (helps scout players better/faster, and helps get better sponsor offers)
Maintenance (Helps with security and lowers daily expenses. Not important at all.)
Education Center (Training for staff members. Staff are too expensive, so ignore this for the most part.)
*Sports Academy (You get new youth every week. Better academy means more pulls and possibly higher OverallRating(OR))
Medical Center (Cuts down number of injuries and shortens time it takes to heal.)
The Staff
Each of these facilities can have two staff who will boost the facilities effectiveness. But you have to be careful. Staff salaries can get very high. I would almost recommend not using staff until you have good young players to take advantage of them. The ones with the * are known as the Big Four. They are the most important and should be built asap.
A bit more on the staff. I cannot put too much emphasis on their salaries. It's paid daily and can get ridiculously high ridiculously fast. Here's the staff salary formula:
I.1- 0.1*(Atty1^3+Atty2^3)
II- 0.095*(Atty1^3+Atty2^3)
III- 0.090*(Atty1^3+Atty2^3)
IV- 0.085*(Atty1^3+Atty2^3)
V- 0.080*(Atty1^3+Atty2^3)
Here' the cost for staff in I.1:
--Weaker staff with OR around 33/27 cost under 6k per day, 650k total per staff per season.
--Average staff with around 50/50 OR is 25k each day, 5.5M total per season.
--Staff with OR around 71/66 cost 65k each day, 7.3M total per season.
--Stud staff will be 95/95 & 95/95. 170k each, 19M per staff per season.
Staff is not something I usually check very often, so it can easily sneak up on you. We've all reached the point where we can't afford to pay top staff. Several of us have basically given our staff away for pennies so we can afford to keep building. I just cut out 400K in daily staff salary. That's almost 3M per week, 45M per season. My players will train slightly worse, but at least now I can continue to build facilities/stadium. If you're not building you're dying alive.
The Players
Players are probably the most confusing thing to new players. You have to remember that your players are just numbers. Some numbers can change, some can not. I'm going to break a player's page down for you. If something doesn't make sense, just ask.
The Overall Rating, or OR, is just all of the players attributes (offense, defense, shot, technique, speed, etc) added up. This changes almost daily as your players train.
The Average Quality, or AQ, is all of the attributes' qualities averaged. Qualities are maybe the most important thing when judging players. like I said, each attribute has it's own quality. That quality(Q) will determine how well that player trains that attribute for the rest of his career. Equally important is having the right Qs for each position. D-men need Defense, Pass, Tech & Aggr. A player with good Qs (75+) in those four attributes would be a great d-man. There's also something other managers have made up called the Effective Quality. That averages the Qs of the attributes used by the players position. So you wouldn't include the goalie Q when figuring the EQ of a winger.
An example:
Winger A has Qs of 70G/70D/70O/70S/70P/70T/70A
That's an AQ of 70, and an EQ of 70.
Winger B has Qs of 5G/10D/95O/95S/95P/95T/95A
That's an AQ of 70, but an EQ of 95.
Judging them by AQs means you have a couple of nice players. Judging by EQs you have one nice player and one of the best forwards in the game.
I have some players with AQs in the 70s who never play unless everyone is in camp. On the other hand, I also have a 58AQ who has been starting for 7 seasons. He seems like a crappy player, right? But his EQ is actually around 75.
Career Longevity (CL or C/L) is how long that player will be effective. A player with a CL of 6/6 will train much better than someone with 3/6. Each player's CL can change at the beginning of each season. I think you can get the same CL for 4 seasons, but it could change in as few as 2. Injuries can also lower CL faster.
Preferred side should be obvious. A player with a PS of Left isn't necessarily left-handed, but he (duh!) prefers to play on the left side. Play him on the right side and he isn't as effective. I think it drops by 10%. Maybe 20%.
Popularity can be increased by being one of the 3 stars, on the team of the day/season, or finish in the top5/10 at the end of the season.
Salary is paid every day! I repeat: SALARY IS PAID EVERYDAY! Player salaries are a lot less than staff salaries, but I figured now would be a good time to remind you that staff salaries are ridiculous
Energy has two parts. Before the / is the current energy. It goes down after games, and is replenished during the nighttime update/training. After the / is the seasonal energy. Play a whole game with Very High Importance and seasonal energy drops by 2 points. Once seasonal energy drops, it can't be replenished during the season. It will be reset back to 100 when a new season starts. If your players have low energy, they start to play much worse.
Chemistry slowly goes up as the player plays games. It's a long process, but 100% chemistry helps your players play better.
Now we get to the attributes. Each one is set up the same. The first, bigger number is the actual attribute. The second, smaller green number is the Quality. The number below that in parenthesis is the how much the player needs to train to increase the attribute. So a (0.51) needs to train 49% the next night to increase the attribute by 1 point.
That's some basic basics. If you have any questions, just ask. We love to help
I just did this as fast as possible. If anyone sees anything wrong with this stuff, please let me know. Or come up with something better