- 1 Player Generation
- 2 Player Overall
- 3 Player Height
- 4 Player Skills
- 5 Player's Talent
- 6 Player Age
- 7 Player Salary
- 8 Player Position
- 9 Player Energy
- 10 Player Form
- 11 Injuries
- 12 Player Options
Rookie Promotion through Youth Facility
At the beginning of every week managers will get a notification from their scout offering to find a new young talent for the team. If you accept he will show you the player he has found for you immediately and you can choose to accept him, decline or postpone the decision. If you accept it, you will sign this player and he will become a part of your team, if you decline it, you will not sign the player and the scout will be dismissed until next Monday. By closing the window you can postpone the decision for a later time.
All rookies are promoted at the age of 15 in the Youth Academy.
System generated free agents
The second way in which the players are generated. This means that the system generated free agents will appear from time to time on the transfer market and will be available there for 2 days until the end of their deadline, after which time if unsigned, they will be deleted from the game.
There are different levels of quality for free agents. They differ by the quality of skills and their price.
A player’s overall rating gives you a general impression of the player’s quality. It takes into account all the player’s skills, even the hidden ones, as well as experience. Overall is public information, represented in stars (example: ).
Defensive and Offensive overall gives more specific info and they are available only for the players in your team.
Defensive Overall indicates your players overall ability to play defense. This covers all of his abilities that are used when playing defense like how god he is in covering his player, how well he is in reading his opponents intentions as well as his positioning in defense.
Offensive Overall indicates your players overall ability to play offense. This covers all of his abilities that are used when playing offense like how god he is in shooting, dribbling, post offense, etc.
Overall's are used for quick analysis. Advanced managers use player skills to really understand a players potential and his possible roles.
Player’s height ranges from a minimum of 160cm (5'3) up to a maximum of 230cm (7'7).
Fifteen year old rookies height can range from 160cm (5'3) to 210cm (6'8).
Players grow until the age of 18 when they reach their final height.
All players grow at the end of the season simultaneously which is also when they age.
When players age from 15 to 16 they can grow at random anywhere from 1cm up to 7cm
When players age from 16 to 17 they can grow at random anywhere from 1cm up to 7cm
When players age from 17 to 18 they can grow at random anywhere from 1cm up to 6cm
Players Recommended Height per Position
|Position||Pos||Minimum Height||Maximum Height|
|Point Guard||PG||185cm (5'11)||195cm (6'5)|
|Shooting Guard||SG||192cm (6'4)||200cm (6'7)|
|Small Forward||SF||195cm (6'5)||205cm (6'9)|
|Power Forward||PF||203cm (6'8)||210cm (6'11)|
|Center||C||210cm (6'11)||220cm (7'3)|
Players whose heights go outside of the range for their respective position will be given a penalty affecting their skills. The severity of the penalty depends on how much a player’s height goes outside of the recommended height values.
If it is 1cm the penalty will be very small and it will be hard to notice decrease in the performance.
If it is 3cm the player will get a slightly higher penalty.
If it is 5cm the penalty will be higher and performance drop will be more easily noticeable.
If it is 10cm the penalty will increase even more and you will certainly see the decrease in the performance.
All skills fall in the range from the minimum of 1 up to 30 which is the maximum value for any skill.
All players have 8 skills: 6 basic skills and 2 special (hidden) skills.
Basic skills are: Defense, Shooting, Speed, Dribbling, Strength and Post Moves.
Shooting - This skill is very important for all players set to play offense from outside, players set like this will mostly be using their shooting ability to defeat the opponent’s defense. Shooting percentage from the free throw line will be directly tied to this skill as will the players three-point shooting ability.
Dribbling - This skill represents the overall technique of outside players (pint guards, shooting guards, small forwards). This means that players who have greater skill in dribbling will pass their defenders more easily by utilizing a variety of dribbling skill sets such as crossover, euro step, trough his legs, etc. It will also allow them to play better actions such as pick and roll, or similar.
Strength - Since strength plays an important role in modern basketball we have added this skill to be comparable to speed for outside players, the only difference being that strength is the most important for inside players and it will play an important role when driving the ball to the hoop, positioning under the rim and so on.
All players have experience as well, and players who have more experience will benefit from it, the more experience a player has, the better he will play.
Experience increases based on how many minutes a player has played and it is not the same for League matches and Friendly matches. Experience is 1/3 of the normal experience in Friendly Games. In order for experience to increase from 0 to 1 a player needs to have 300 League minutes played. For every next level of experience a player needs to have more minutes played than for the previous one.
0 -> 1 300 (300 in total league minutes played)
1 -> 2 305 (605 in total league minutes played)
2 -> 3 310 (915 in total league minutes played)
Hidden skills are: Passing and Rebounding
Rebounding - This skill will help a player get rebounds (both in offense and defense). It will be very important for you to discover a player who has a considerable jump skill because this will help you get more offensive rebounds, as well as decrease your opponent's offensive rebounds.
Passing - Pass represents a player’s ability to accurately pass the ball. A player that has a considerable passing skill will choose good solutions in offense and help a player who is on the receiving end of the pass to get a better position for a shot.
Hidden skills are non-trainable skills and they are also hidden. Since these skills are hidden they have to be rather discovered or recognized through statistics or by watching games. Hidden skills are individual for every player and they develop on their own based on the player’s talent as he ages.
All players have a certain talent level, based on this talent level the players’ skills will develop with training. The best way to guess your player’s talent level is based on how fast his skills improve. The faster a player’s skills improve the higher the talent of that player.
All players have their training history where you can see how many trainings a certain player has needed for his skill to increase.
A player’s talent decreases with age, which means that all players have one talent level until they are 19, when they turn 19 they have a different talent level until they turn 22, from the age of 22 to the age of 24 their talent also decreases a level and from the age of 25 to the age of 29 their talent is at the lowest level. At 30 years of age all players start to lose skills. At first this skill decline will be slow but as they age they will lose skills more rapidly.
|15-18||Very Fast Skill Development|
|19-21||Fast Skill Development|
|22-24||Normal Skill Development|
|25-29||Slow Skill Development|
|30+||Negative Skill Development|
All players are promoted at the age of 15 and age one year over a period of one season. They will age simultaneously at the same time in the off-season. Skills develop faster when player is young and start to drop after the age of 30.
Any player can choose to retire starting at the age of 34. When that happens message will appear on the players page one season in advance announcing the retirement.
Player’s salaries are paid on a weekly basis, so this is the amount that will be deducted for this player on every week update. Player’s salaries vary depending on the player’s value and nationality. Foreign players have higher salaries because they are paid 10% more than your domestic players. A player’s salary increases along with his skill level.
A player’s salary is calculated based on the player’s overall rating, his age and nationality. Older players have higher salaries. Also, foreign players have 10% higher salaries than domestic players.
Players’ salaries are calculated at the beginning of every season. When players are sold their salaries get recalculated at the moment of transfer, and this recalculation of the salaries takes into account all the trainings a player has done from the beginning of the season up to the moment of the transfer.
Player position determines his role in the team. They are:
- Point Guard (PG),
- Shooting Guard (SG),
- Small Forward (SF),
- Power Forward (SF) or a
- Center (C).
Players positions can and should be adjusted because it determines substitutions during a match which can greatly affect the end result. You can even set one player to have two positions: PG\SG, SG\SF or PF\C.
Substitutions are determined based on a players position and his place on the bench. Example: your PG is fouled out or injured the first player on the bench that plays on that position will take his place. If there are no PG's, SG will take his place etc.
How much a player loses energy depends on the number of minutes played and on your settings for the player.
The energy that is lost is deducted before every quarter and if it goes below 0 the player will receive a penalty affecting his skills and his performance will decrease, the lower it goes below 0 the bigger the penalty he will receive and his performance will suffer more!
All settings both offensive and defensive deduct a certain amount of energy per quarter:
Soft setting deducts 8 energy (per quarter)
Normal setting deducts 12.5 energy (per quarter)
Aggressive setting deducts 20.5 energy (per quarter)
All players have one offensive and one defensive setting. The least amount of energy your player can lose per quarter is 16 and that is when you set your player soft/soft
Here are some combinations:
|Style||Energy per Quarter||Quarters||Total Energy Loss|
Every player recovers 32 energy every day!
Energy loss is the same for both League games and Friendly games.
Good form is indicated by the blue arrow pointing up and bad form is indicated by a red arrow pointing down. Players that are in good form will receive a mild boost to his abilities just as players that are in bad form will receive a mild penalty to his abilities. Form can be managed with the Entertainment Center.
If you see a red cross displayed this means your player is injured. Besides the red cross you will also see displayed how long your player will be injured. Injuries are for the most part connected to fatigue, so be very careful and manage your players’ fatigue wisely. There are also injuries that happen when a player has low fatigue, but these are not so common.
Injuries can last from 1 day up to 12 days.
Fatigue is added up before every quarter and if it goes over 100 the player will receive a penalty and an increased chance of injury.
The higher a player’s fatigue is over 100 the higher the chance for an injury.
Here you can see the list of options that will take you to other pages where you can:
- see the player’s Statistic
- you can track his Training development
- you can see his Transfer History and all the teams he played for as well as the prices he of all of his transfers
- you can Customize a player and give him a fresh new look in your style
- you can Fire a player or Sell a player.
All players that get fired from their teams don’t retire right away but instead end up on the market as free agents (not to be confused with system generated free agents). Their starting price on the market is 0 and if they don’t get a bid by the time their deadline expires then they retire.
Off-season Free Agent Hype
Every off-season all players from teams that become bots (teams whose managers stop logging in become bots) end up on the market for exciting 3 to 4 days during which time the transfer market becomes hyper active.