Players Rules
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Contents |
[edit] Player Creation and Skills
[edit] Useful Game Concepts Reference
- Every team has 4 players on the field: Guard, Left wing, Right wing, Center.
- Every role has a preferred skills balance, but every skill will be used on every role (see below).
- There are no fixed roles: you ARE NOT a guard, you PLAY AS a guard; the coach can choose where he wants you to play. If you will play as a center, better have high value on throwing, but you can still play on every position.
- Maximum points on a skill are 100.
- When you create a player, some skills have a basic "pool" of points assigned by default (i.e. 45 points on endurance). If you assign points to that skill they'll be added to the pool. Every skill, anyway, will always range from 0 to 100 points; this means that the value could drop below the starting basic one (45 in the case above) down until 0.
- Formation subs are frequent because of fatigue. If you are not a starter, you'll play when the starter gets fatigued.
- Same players are on the field both on offense actions and defense ones: a center will defend against opposite guard, for example.
- Shockball is mainly a man-to-man play with fixed "pairs" and roles: guard-center, Left wing-right wing and so on; but is also fast paced and dynamic, so it's possible that, on a particular action, a wing defends against the guard, for example, or a guard decides to try to score.
[edit] Skills Description
[edit] Basic Skills
These are the most important ones and will determine how well you play every game action type. They will determine your best position on the field, too.
THROWING
Your ability to score. When you try to throw the ball toward the goal, you will use this skill.
In addition to your role, this skill will determine how many times you'll try to score: the higher it is compared to your passing skill, the higher your chance of throwing.
Center's main skill.
PASSING
Your ability to pass the ball. When you try to pass the ball to a teammate, you will use this skill.
In addition to your role, this skill will determine how many times you'll pass the ball: the higher it is compared to your throwing skill, the higher your chance of passing.
Wing's main skill.
BLOCKING
Your ability to block a player. When you try to defend over a pass or a throw, you will use this skill.
Guard's main skill.
TOUGHNESS
Your resistance to injuries. Every time a player plays rough on you, or the other way round, this skill determines whether you will be hurt and to what extent.
AGILITY
Your agility is the ability to do rapid whole body movements with change of velocity or direction in response to a stimulus.
This skill determines mainly if you succeed on a tackling/shocking attempt, or succeed on escaping it.
AGGRESSIVENESS
Your attitude toward the rough play. The higher it is, the rougher you'll play. Playing rough increases your chances of success on the actions dramatically; plus you can weak your opponent or even throw him out of the field injured.
Drawbacks are: you will fatigue faster; you'll increase the chance to foul your opponent, giving them ball possession, or even some free throws; you'll risk to be injured (SoonTM).
Being an attitude, you'll set it freely every time you want.
[edit] Secondary Skills
While basic skills affect strongly a single aspect of your playing, secondary ones will affect your playing less dramatically, but on every aspect of it.
VISION
Your ability to "read" the game and your opponent. The higher the skill, the higher is your chance of success on tight actions, because you always choose the better possible move.
In practice: if your final "value" in an action is slightly inferior to your opponent's, an higher vision can turn the result on your favor.
Your vision will increase slightly every time you make a slick move, etc.
ENDURANCE
Your ability to resist fatigue. The higher the skill, the less fatigued you'll get.
More endurance means more time on the field.
This skill is heavily affected by training (plus) and injuries (minus).
LEADERSHIP
Your ability to guide the team and impose your personality. The overall sum of leadership skills on the field will affect the team's playing. The captain's leadership will be multiplied when playing.
In the future, conflicts may arise between players with high leadership levels in the same team.
[edit] Modifiers
These values are automatically defined and modified.
EXPERIENCE
Pretty self-explanatory, isn't it? Applies to every aspect of the playing.
Increases slightly but steadily over time. Playing will add XP points.
Cannot decrease.
Starts from 5 on player's creation.
FATIGUE
The inability to continue functioning at the level of one's normal abilities.
Affects every aspect of the play, worsening them.
Increases during the play at a pace defined by endurance.
Rough plays and hits suffered affects it heavily.
When benched you'll recover at a pace defined by your endurance.
MORALE
Your spirit and aptitude. Will change according to team results, time playing, your stats, mixed stuff.
[edit] Skill Levels
Once you choose your starting skills, you'll never be able to see them directly again. Instead, you'll see an adjective that describes your ability.
Below you see a table listing the skill's levels. Every level is equal to actual skill points, divided by 5 and rounded:
| Level | Adjective |
|---|---|
| 0 | atrocious |
| 1 | pitiful |
| 2 | awful |
| 3 | inept |
| 4 | mediocre |
| 5 | average |
| 6 | respectable |
| 7 | strong |
| 8 | proficient |
| 9 | prominent |
| 10 | prolific |
| 11 | sensational |
| 12 | tremendous |
| 13 | wondrous |
| 14 | marvelous |
| 15 | prodigious |
| 16 | stupendous |
| 17 | phenomenal |
| 18 | colossal |
| 19 | legendary |
| 20 | divine |
[edit] Player's Weekly Routine
All player's weekly duties are gathered on one page. You can find it under the link below.
General
Each value can be altered infinite times during the week, starting from the day after previous match, until 9:00 a.m. of the sixth day of the week. All times are Galactic Times.
Example:
A match is played on Y10 D329, 9:00. You can change your weekly settings starting from Y10 D330, 00:00 and up until Y10 D336, 9:00.
The only settings that matter are the final ones. The system resets all weekly setups after every match, so you have to set them again every week. For in-depth explanations on what happens if you don't set your player properly, see below.
Aggressiveness
Players must set their aggressiveness attitude for the incoming match every week.
If you don't set your aggressiveness, it is assumed that you agree completely with your coach and set your aggressiveness accordingly.
Also, even if you haven't set your training for the week your previously set level of aggression is taken into account during the match.
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 actual aggressiveness you'll have on the field depends on your attitude AND overall team attitude. The team attitude will be decided by the coach, who can change it at will during the week.
You can always know the overall aggressiveness level because it's displayed right above yours on the page. The more distant those two attitudes are, the more your actual attitude will tend toward your personal settings.
If you want, you could think of your attitude as a "force" that "pulls away" from the team attitude. If the team's one is 40 and mine is 50; my actual aggressiveness will be something like 41; but if mine is 100, my actual aggressiveness will be 97 (values are not a true representation of the real equations).
Training
Every player must train during the week; this will keep him in shape and improve his stats.
If you don't set a training routine you'll not train that week. If you don't train you won't improve your skills AND will lose conditioning; that results in a slight loss of endurance and a slight loss of agility and toughness.
The minimum value for a skill is 0 points (see above for the difference between skill points and skill levels). If any operation leads to a negative value, that skill will be leveled to 0. Once a skill reaches 0 points, you cannot make any choice that will further lower that skill (i.e. with a 0 vision you cannot train endurance at medium or hard level until you raise vision again).
Every week you could decide what skill you want to train and the intensity of the routine. Different skills improve differently and have different side effects bound to the intensity. Every skill could be trained using three different intensity: Light, Medium, Heavy. Refer to the table below.
| Trained Skills | Improvement | Side Affected | Loss | ||||
| Light | Medium | Hard | Light | Medium | Hard | ||
| Pass | + + | + + + + | + + + + + + | Endurance | / | - - | - - - - - - |
| Throw | + + | + + + + | + + + + + + | Endurance | / | - - | - - - - - - |
| Block | + + | + + + + | + + + + + + | Endurance | / | - - | - - - - - - |
| Vision | + + | + + + + | + + + + + + | Endurance | / | - - | - - - - - |
| Endurance | + | + + | + + + + | Vision | / | - | - - - |
| Agility | + | + + | + + + | Toughness | / | - | - - |
| Toughness | + | + + | + + + | Agility | / | - | - - |
| Leadership | + | + + | + + + | See below* | / | - on 1 skill | - on 2 skills |
| * NOTE: training Leadership means you cannot train physically. If you choose to do so, you'll suffer a loss equivalent to a - on one random skill if you train with medium intensity, and two skills if you train hard. It could happen to loose two - on the same skill. | |||||||
Last weeks trainings and eventual random losses due to leadership training or lack of training could be seen on your personal holopad.
[edit] Fouls
Fouls have been introduced from Season 2.
Tough play is the core of Shockball, but meaningless or unskillfull slaughter is not allowed, or forgiven.
While it is perfectly acceptable, and accepted, that a defender tries to break his opponent in two with a nice and clean tackle, it's not so for dirty tricks, over-rough play, and intentional hits.
[edit] What You Can Do
Shockball is a tough game. Tackling is good, and the crowd loves that.
- A player can hit his opponent hard and still be perfectly in line with the spirit of the game. The hit has to be handed out when the ball is in the proximity of the hit opponent (that means close enough to be playable, or for it to be clear enough that the hit player was the absolutely intended receiver of the ball), in his/her possession, or immediately after it has been released for a pass or shoot (this means that the hitting player did not have the opportunity to stop after he already begun the tackling action).
- Players can wrestle for the ball as long as they manage to grab it cleanly enough, without grappling the player himself/herself (what this means is that defenders should aim to grab the ball, not the arm).
- Players can push/shove themselves as long as it is clear enough they are going after the ball, and not for other reasons.
[edit] What You Cannot Do
- Players are not allowed to grab, grapple, hit, trip or hold a player when the ball is away and not clearly reaching the opponent.
- In no way will violent play or unnecessary roughness be allowed on the field.
- Shockball is a 1-on-1 game: you can defend in Zone or man-to-man mode, but still 1 vs 1. Doubling up on an attacker is not allowed.
- Players may not willingly go for hits to dangerous spots on the opponent's body, like eyes, genitals, throat.
- Verbal exchange of opinions are unavoidable during the game, but continuous verbal harassment of a player is not allowed.
[edit] Fines
Fouls are the breaking of the few rules above, and are listed under 3 categories; the main difference between them being the "fine" a team has to pay:
- Class 1 - Light fouls: only causes a loss of the ball to the advantage of the opposing team.
- Class 2 - Medium fouls: more or less light fouls made when the attacker has thrown the ball towards the pit, or for anti-sportive behaviour on the field that doesn't involve violent actions (arguing, verbally harassing, pushing/shoving when the ball is away, or not in play). They are punished with 2 Free Throws against the fouling team.
- Class 3 - Hard fouls: intentional, hard fouls. Unnecessary roughness, anti-sportive behaviour that goes as far as actually hitting an opponent (means everything from hitting the opponent to free oneself for a better chance at shooting, to tripping an opponent going for the score, including all hits that are made with the ball close by, but intentionally hitting unallowed spots like face, genitals in whatever position they are found...). Punished with 4 Free Throws against the fouling team.



