Hey all I've been posting in the "Other Basketball Games" section for a while now but I wanted to get the word out in this forum as well! This post is kind of long and I'm sorry but I want to give everyone as much info as possible!
www.Simsportsworld.com
First off, I want to let everyone know that Simsportsworld is 100% free to play. No purchase required at all!
Synopsis
This document is intended to give an overview of the simsportsworld game. The descriptions below are intended to work across all sports, while there will be individual adjustments to each sport. This is not intended to be a finalized list of features and functionality, and the end result is subject to change.
Game Modes
Simsportsworld will have 2 game modes:
Player Mode Create a player and take him through a player career.
Manager Mode Managers can create club teams and run them, or become owners of permanent teams in each sport. They level up just like players do.
It's important to note that both modes are interconnected meaning the team you coach will have other users's players on your team! Likewise your players will be coached by another users's coach!
League Structures
League structures are being revamped for SSW. Traditionally there was just a series of leagues(high school college pro) that defined your players career. These teams were predetermined and ran on a fixed schedule. In SSW 2014 we will introduce club teams, and turbo leagues. The traditional teams from the past will still exist as what we call permanent teams. Users who sign with a permanent team will no longer be available on the free agent market, but will be committed to their respective teams.
In addition to these permanent teams, Managers will be able to create club teams. These club teams will be able to compete in turbo leagues(leagues that last 1-2 days maximum), or exhibition matches. Think of turbo leagues as "Friendlies". Any players not on a permanent team can be picked up by one of these turbo leagues or exhibitions to get game experience and grow their player and impress coach's to sign those players to their permanent league. Players do not have to join a permanent team. They can stay in the free agent market indefinitely if they choose, or they can jump into a permanent team at any level they wish when they wish, if they get an offer from a manager. Once on a permanent team, they will not be available for any turbo leagues or exhibitions, until their league's season is completed.
League Salary Structure
In this system for both permanent teams and club teams, each team will receive a salary cap based on their managers level. The higher a manager has leveled the more his salary cap will be. The changes per level will be enough to give value to leveling but not so much that it is a massive disadvantage. The level requirements for managers to join certain leagues or permanent teams will keep the playing field level but not random.
Each player will be assigned a salary level based on a formula of their existing attributes and skills. Teams will select their players according to their league structure, as long as they are under the salary cap. Teams will not have substitutes, to help prevent teams from spending on starters and buying min players for the bench. Club teams, turbo leagues, and exhibitions will work the same way, with teams having to select a team based of salaries and meet their respective caps.
Credits
Credits will be the currency of choice at Simsportsworld, and will cover a massive amount of activities. Credits will have the opportunity of being purchased through one of our subscription plans, earned through leveling your user account, or through players/managers who accomplish certain tasks in game. When players sign with teams, they will receive a salary of credits for their efforts. Salaries will be higher for turbo leagues then exhibitions, and higher for permanent teams then turbo leagues. Managers will spend credits on their players, but can also receive credits based on how their teams perform. Users will get credits as rewards for each level they achieve.
Credits can be used in game for a variety of activities:
Purchasing a permanent team.
Purchasing packs or boxes of cards
Player Training modes
Buying/Selling Cards in the marketplace
Upgrading team facilities
Player Mode Overview
Players mode will take some of the great elements of the past and incorporate some new elements to create more of a MMORPG experience, allowing users to grow at their own pace. For the first time players will be able to take a variety of paths to grow their player and with different end game objectives. We hope to reward the casual gamer and the aggressive grinder at the same time without creating scenarios where only a handful of players can enjoy the league.
Player Progression
The player mode game has been developed to be a go at your own pace format rather than the more rigid daily training rituals that existed in past games. In order to accomplish that we have adjusted quite a few things on how players are structured and progress. First we have changed the entire experience system. A player's level is now going to be based on a pure experience system, and will no longer dictate their skill level, but rather their ability to unlock phases and aspects of the game.
A player will start as level 1 and have an experience bar with an amount of experience to earn to get to level 2. Everything a player does, from competing in games, to training, will give a player more experience. A player can also earn / purchase experience cards from packs or the marketplace and apply them to their player to boost their player level. As a player'a level goes up, they will gain access to better training facilities, access to more skills on the skill tree, and gain access to permanent teams. The players level does not necessarily mean they are a better player in terms of their attributes, but they will have access to more, which gives them more opportunity to improve their player. Player Salaries will not be tied to a player's overall level.
Player Attributes
Players in each sport will start with their core attributes, the basic most necessary attributes needed to compete in that individual sport. no longer will attributes grow via traditional experience. Instead they will grow from successful events for that attribute. For example speed, will grow with every sprint. A Jump shot in basketball will grow with every successfully made shot. Attributes will level up with every milestone reached. (similar to Fifa's career mode)
Each successive level will take more and more events to make the next level. These attributes will grow not only off of training events, but also via cards, or any actions completed in actual games. No true level cap exists, but the increase in difficulty as you try to continue levelling makes a virtual cap exist.
Player Skills
While a few core attributes exist for each player, the bare necessities to compete, a wide range of player skills will exist for each sport. These skills can be unlocked by reaching a certain level, getting skill cards, or spending credits to have a trainer teach you. Like attributes these can be trained via certain facilities, or completing the skill in a game. Some skills will have additional prerequisites of previous skills in order to unlock them.
Player Age
As a player ages, their attribute effectiveness will decline. A players age starts at 15, and will go up in days. You will see a players age in years and days, and as you train, or compete in games, your age will go up. At age 33, your player will start to see their effectiveness rating go down from 100%. Initially the decrease will be minimal, as your age continues to go up it will continue to increase more and more dramatically. While your effectiveness is going down, your salary will not. At age 40 your player's career will be complete.
Player Training
When you first create your player, you will have one training area available to you, the park. Your training options will be limited here, and the time it takes to train will be longer than in other training areas. As your player's level increases, you will unlock more and more training areas.Also, signing in permanent leagues will grant you access to better facilities. Each will have different training options that can improve various attributes and skills, and with different reload times. Each time you train you will be locked from training for a various amount of minutes. Some training areas will also come with a credits cost, such as a gym. Many various training facilities will be available to you through the progression of your player.
Player Cards
Packs of cards will be available for each sport with coach and player cards available. Among the player cards that can be acquired are:
Experience cards Apply experience to increase your players level and gain access to additional modes for your player.
Training Cards Train your player in various skills and techniques without a time delay.
Skill Cards Use a skill card to gain a skill for your player even if your player level does not allow you yet.
Training Areas Gain access to future training areas before your player is allowed to access.
Daily Boosts Boost your player temporarily for a 24 hour period.
Manager Mode Overview
In SSW 2014, managers are just like players, who can level up by gaining experience, and use that level to access new areas. When a manager is created, he makes a club team that stays with him for his entire career. The club team can be entered into exhibition matches, turbo leagues, and tournaments. As your manager improves his level, your club team will get a higher salary cap, and access to higher competitive leagues and tournaments. In addition to your club team your manager can also manage one permanent team.
Manager Experience
Your manager will increase in level as he earns exerpience. Experience can be earned via cards, or by winning games, turbo leagues, tournaments, or achieving awards on your permanent team. As your experience goes up so does your level. As your level goes up so does your available salary cap for each type of contest.
Manager Salary Caps
As your manager increases in level, your max salary cap will also go up for each type of contest. Exhibitions, Turbo leagues, and permanent teams all have different max salary caps for your manager, and the payment comes out of your total cost for the team. Any left over money not spent is returned to your credits bank. For certain permanent team leagues, a team may have a max cap that is enforced even if a manager's cap is higher depending on the league (To keep things balanced).
Turbo League Drafts
For Exhibition matches and Turbo leagues, club teams will draft rosters in a turbo draft. A turbo draft is a bit like a silent auction. Each sport will have a different number of timed rounds and then a free draft to complete. During timed rounds there will be a duration for each round where users can draft 1 player per round first come first serve. After the timed rounds are completed, the rest of the players can be drafted first come first serve in a free for all. All teams must be drafted under salary cap, and fill all the required positions.
Permanent Teams
Permanent teams will have different formats for choosing players, depending on the sport and style of the league. Everything from recruiting (College leagues) to a real draft (Pro Leagues), will exist, but all teams will adhere to salary cap rules in all leagues.