The Levels System

In Total Club Manager 2003, the playing level is calculated in a number of steps. At most points in the game, the playing level of a player is indicated simply as 'Level'. This is not dependent on the form of the player on a particular day. It is, for example, the most important criterion for calculating a player's value on the transfer market.

In addition, there is another level value, the 'Actual Level' (AL), which takes account of factors on a particular day, such as the form, morale and match practice of a player in his current position. The player begins the match with this level.

Playiny Level (PL)

This level is composed of the level of a player in a team unit, his particular skills and his experience. The player can also receive a special bonus.

Important: The level always relates to a player's best position on the pitch. This does not necessarily have to correspond to the main position set in the editor. If a player's skills mean that he is better in a different position, Total Club Manager 2003 takes account of this. However, the player is already experienced in the main position set in the editor and he will need a certain amount of time to settle into the position to which he is best suited.

Team unit:

Every player receives an assessment for the four team units; Goalkeeper, Defender, Midfielder and Attacker. In the Editor, this assessment is between 0 and 6 points, but as the game progresses it can be increased further through specific training

Skills

Each player can have up to four particular skills (graded: poor, average, good or excellent):

Skill

Abbreviation

Passinq

PAS

Headinq

HEA

Shot power

SPW

Shot accuracy

SAC

Acceleration

ACC

Speed

SPE

Tacklinq

TCK

Dribblinq

DRI

Technique

TEC

Crossinq

CRO

Reflexes

REF

Flyinq saves

FLY

Control of area

AER

One on one

ONE

Goal kicks

GOA

Throw-ins

THR

For each poor skill, a point is deducted from the player's level, for each good skill, a point is added, and for each excellent skill, two points are added Accordingly, total points for particularly marked skills can range from -4 to +8 points. • The player's talent imposes certain limitations on acquiring skills (see Limitations in Acquiring Skills on p. 12).

Note: When the playing level is calculated, only skills that apply to the player's current position are taken into account. For example, a player on the wing would use good heading ability quite rarely, while a defender or centre forward would use it a lot. Experience

From -1 to +2 points are awarded for league experience and -0.5 to +1.5 points for international experience. Initially, progress can be made very quickly, but later it becomes more difficult. In the case of national experience, for example, 15 matches are needed to get from -1 to -0.5. Special Bonus

A player can receive a special bonus for a combination of skills. For example, a player who is extremely quick and can cross is awarded the special bonus 'Master of crosses', in this case, 1.5 points. However, this is possible only if he is placed in a wing position, so that full use is made of his skills. For you as coach, it is important to define upcoming training objectives for a player so that he gets as big a bonus as possible For a complete list of the special bonuses, see Appendix: Bonus Skills on p. 67. Bonus Points for Titles

A player who wins a particular title enjoys the respect of other players in the next season. As a result, half or one point is added to his playing level. This bonus is also indicated in the player info:

Title

Bonus

Top Scorer (only applicable in the league where he achieved this, or in a different league of the same calibre)

0.5-point bonus

Footballer of the Year (only applicable in the league where he achieved this, or In a different league of the same calibre )

0.5-point bonus

European Footballer of the Year

1-point bonus

Practical Examples

Example of a player whose main position is defensive midfield:

Playing levels

Bonus Playing level

Basic level 'Midfield'

5

Tackling skill: excellent

+ 2 7

Heading skill: good

+ 1 8

Passing skill: good

+1 9

League Experience: 'old warhorse'

+ 2 11

International experience: 'enormous'

+ 1.5 12.5

Special bonus for tackling/header/ passing: Midfield general

+ 1.5 14

Playing level in defensive midfield

Example of a player whose main position is in attack: "r

Playing levels

Bonus

Playing level

Basic level 'Attack'

-

3

Heading skill: good

+ 1

4

Technical skill: poor

- 1

3

Shot power skill: excellent

+ 2

5

League Experience: 'played one season'

+/-0

5

International experience: 'hardly any/none'

-0.5

4.5

Special bonus for shot power/heading: Powerful striker

+ 0.5

5

Playing level in attack

-

5

A negative level is not possible. The minimum level is 0 points.

A negative level is not possible. The minimum level is 0 points.

Use in the Wrong Team Unit

If the player is not used in the team unit where he is strongest, bonuses for experience are calculated proportionately. Example:

Playing levels

Goal

Defence

Midfield

Attack

Average

0

3

4

2

2 bonus points

0

4.5

6

3

for experience

On the other hand, deductions are applicable in full regardless of team unit:

Playing levels

Goal

Defence

Midfield

Attack

Average

0

3

4

2

1 point deducted for lack of

0

2

3

1

experience

Actual Playing Level (AL)

Using the standard playing level as a basis, the form, morale, and match practice in the current position are taken into account and used to calculate the actual playing level (AL) that the player starts the match with. Therefore both the form on a particular day and the position chosen for the player are included in this value.

Note: The effects of poor fitness or a high degree of fatigue are not displayed in the level details before the game. They only take effect during the course of the game. Tiredness becomes critical when it exceeds 60 points. When tiredness reaches this point, you should definitely give your player a rest.

Form

In Total Club Manager 2003, form values range from 0-20 points. A player who has an actual playing level (AL) of 10 but a form of 0 plays at 70% of his AL. 2% is added for each form point (form 15 = back to a playing level of 10). If a player's form is particularly good (20), he can theoretically gain an extra playing level point (110% of AL).

A player's form is calculated from his ratings in recent matches.

Match

% share

Previous match

30%

Last match but one

25%

Last match but two

20%

Last match but three

15%

Last match but four

If a player doesn't play, his morale (see below) is used to calculate a training value, which is used instead of the rating to calculate form. While high values cannot be achieved with this, the player can still get a good value (approx. 12 points) if his morale is high.

If a player is not given a playing rating one week (regardless of whether he was used for a short period or not), he is given a rating for his performance during training. Form and injured players

If a player is injured, his form drops week by week (a white cross on a green background denotes injury in the player's Status column). After a long injury, a player needs a few games to settle back in to get back to his original form. Morale

For every 2 morale points lost, 1 % is deducted from the player's previously calculated actual playing level (AL). As a result, a player with morale of 90 only plays to 95% of his AL, and a player with morale of 60 only plays to 80% of his AL.

Note: Players with a high degree of identification with the club receive a morale bonus. Position

A player's flexibility (which can be set in the editor) determines how well he can adjust to a new position For example, a player with average flexibility starts in a new position at 85% and increases by 5% every game:

'Flexibility' setting

New position rating

Specialised

60%

Average

85%

Intelligent

90%

Universal

95%

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