Managers Rules
From CSLWiki
Managers and coaches need to set up their teams' settings in the Schedule screen before a match takes place. There is a precise deadline to set the weekly settings: hour 0:00 of the day the match is played. Since most matches take place at 7:00, it equals to seven hours before the match.
Failing to provide the documents is punished with a forfeit regardless of the final result.
The available options are as follows:
- Aggressiveness
- Man-to-man defense
- Fatigue level
- Starting line up and subsitutes
- Press releases
Contents |
[edit] Aggressiveness
As team manager, you must set the team overall aggressiveness attitude for the incoming match every week.
There are 11 levels of aggressiveness you can choose from, ranging from 0% (no aggressiveness at all) to 100% (maximum possible aggressiveness). Previous weeks settings are irrilevant: you can always choose your level freely every week.
The team aggressiveness percentage is displayed in each player's "Weekly Duties" page.
The team aggressiveness acts as a reference point for the aggressiveness levels of each singular player. The actual aggressiveness of a player is determined by the difference between the team aggressiveness and that player's aggressiveness. The more distant those two attitudes are, the more the actual attitude will tend toward the player's personal setting.
In other words, if the team attitude is the reference point, the player's attitude is like a "force" that "pulls away" from the team attitude. If the team aggressiveness is 40% and the player's aggressiveness is 50%, the player's actual aggressiveness will be around 41. On the contrary, if the team aggressiveness is 40% and the player's aggressiveness is 100%, the player's actual aggressiveness will be around 97 (please note that these values are not a true representation of the real equations).
[edit] Defence
In season 1, the game tactics were quite simple: teams could only defend with a zone approach.
[edit] Zone:
- Guard: patrols pit area
- Left Wing: patrols left side of midfield
- Right Wing: patrols right side of midfield
- Center: patrols opponent's pit
With this tactics, the guard faced whoever the opponent sent under the pit, and the wingers matched up against everyone in their area of competence.
From Season 2, CSL decided to complicate things further and give coaches a wider range of tactics to choose from. Beside the zone defence, a man-to-man matchup was possible.
Basically, this means that coaches can instruct their layers to face ALWAYS the opponent that is deployed as "natural" counterpart.
[edit] Man-to-Man:
- Guard: follows opponents' Center
- Left Wing: follow opponent's Right wing
- Right Wing: follows opponent's Left Wing
- Center: follows opponent's Guard
If that player moves in another position during some plays, the defender follows and stays with him/her.
[edit] How it works
The coach sets the Man-to-Man percentage of his/her team's defence. Default is 0%, meaning 100% zone defense, and thus that the player won't leave his appointed position to chase the opponent, but will face everyone that comes into his area. According to the examples above, a Right Winger will defend against everyone that comes into the right wing area, without caring if the opponent is a left winger, a guard, or a center.
On the contrary, if the coach sets the Man-to-Man percentage to 100%, this means that the Right Winger would follow the opponent's Left Winger even if he/she goes to play under the pit, or on the right side, or defending his/her own pit. The reason of that is because a player doesn't stay always in the appointed position, during the game, but goes wherever he/she is needed, of course. This explains why wingers can score from under the pit, or sometimes they are found defending their own pit.
Any percentage different from 0% and 100% means that, out of potential 10 games, the team will defend X% games in man-to-man mode, and the remaining games as zone defense.
With a percentage of 100%, all plays should be covered in that way. We say should, because there will be always a little random chance that a player forgets the coach request and defends differently...
The engine picks a random value for every in-game play and event, and checks it against the team settings for defence. If the check is positive, the defender acts as the coach instructed and matches up with the choice opponent. If not, the attacker is defended upon by the player which usually dwells in the area he is in.
[edit] Advantages:
Not all players can defend well against all kind of opponents. In the zone defence, if a good scorer is matched temporarily against a winger, the former can do a lot of damage. That happened a lot in season 1. With man-to-man defence you try to always match role to role. Usually guards are the best defenders against scorers (although it's not mandatory at all), while wingers are good to limit other wingers. Depending on the set percentage (from 0% to 100%) coaches can try to nail down the best opponents with their best defenders.
[edit] Disadvantages:
Coaches cannot check the opponent's rotation until the game is played. If the matchups are wrong, the defence may be even less effective than a simple zone one. If a team plays man-to-man, and the opponent's coach tried, for example, a scorer as winger, they may end up with their guard following a beacon center, leaving the real good scorer faced by a winger, which usually is not best suited to take him down. This should add a bit of strategy, mystery, and therefore fun in each and every game, allowing teams, at the same time, to diversify from each other and develop their own peculiar fingerprint defence.
In other words, if you have a high man-to-man percentage, you mark up on a specific guy more. This means that if your player is better on defense, you will always beat him. But if the opposing player is better than your player, your player will be always beaten by the opposing player. If you have a low percentage, your teammates will help.
As a side note, please remember that you set this option for the whole team, which means that guards will run around under the opponent's pit and so on.
[edit] Fatigue Level
It is probably the most important settings of all. It can be assigned differently to each and every period of play, and it indicates the % of Fatigue a player must reach before he gets substituted by the next player in the rotation.
Endurance and fatigue adds up to 100% for each player. When the games starts, each player has a value of 100% endurance and 0% fatigue. When they begin playing, endurance goes down for each minute played, as well as for each hit handed out or suffered. Fatigue goes up to keep the total to 100%. If the coach sets 60% Fatigue, when the endurance counter reaches 40%, and thus Fatigue level increases to 60%, the player goes out (if possible), and the next one in line gets in.
The only exception to this behaviour occurs when the 3rd player listed in each position can't be substituted. He/she remains in play until endurance gets down to 0% and fatigue to 100%, when the player eventually is taken out from the court as injured.
On the contrary, when a player is out of the pitch, he/she recovers endurance and sheds fatigue, and the counters float in the opposite direction: endurance goes up for each minute of rest, while fatigue goes down, eventually, to 0% again.
Please, beware that fatigue is NOT brought automatically to 0% at the end of periods, and if a player stays in the game too long it could happen that he/she cannot recover quickly enough to have a 100% endurance again for the next period. If that happens, the settings work in the same exact way, but the players start with the endurance/fatigue levels they have reach during the resting period, possibily playing less time before needing a substitute for them.
Moreover, high-endurance players recover a bit quicker due to their training and fitter body, while low-endurance players recover slowly (in order to simulate their "weaker" body, so to speak).
[edit] Starting line up and substitutes
The team manager determines which players enter the court at the start of every period.
Players who aren't on the court at the start of every period are called reserves (nicknamed "The Bench"). Reserve players enter the game through a process called substitution.
Substitutions can only occur when play stops, such as after a shot attempt, a successful shock attempt, or when the referee calls a violation. Substitutions are not free: managers and coaches must give an official "substitution list" to the referees prior to the match. Each list will indicate the substitution order for every position on the field. Every period could have a different order. Every team must enlist two substitutions for every position on every period. If a designated substitute is already on the field, occupying another position, or cannot play due to excessive fatigue, the next substitute is automatically chosen. If all designated substitutes are on the field, or cannot play, the player on the field must remain there until his second substitute is free, or until he is declared unable to play by the referee. On the latter case, a standard drone will replace him until the end of the period. The second substitute, once on the field, cannot be removed, no matter what. Only exception is if he is unconscious or badly hurt and deemed as unable to play by the referee. In this case the player leaves the field and his position will be covered by a standard drone until the end of the period.
[edit] Press Releases
Press releases should be short affairs, and they could/should be bias/propaganda heavy. Therefore they could be used to say, deny allegations of juicing, or smack talk your next opponent, or link yourself with a possible transfer next season.
In the public team view page (now there's a direct link on the team menu too) you will see a form: just fill in the title and the content: there is a limit of 480 characters for the whole text. When you have finished, press "submit".
Press releases will be shown on the team public page and added automatically to the Shocker too!
In the next future, the releases along with all other RP stuffs will concur to a leadership bonus.

