I would like to propose a change to the youth system, making it more engaging and possibly fairer. Like most, I also don't like the current spawn system where you can't choose the position or side of the new player, however I do believe it is the best system we have in terms of the game economy.
In the current youth system, youth players are spawned the moment the manager pays the fee, the skills, name, etc are all generated at that moment and tries to evenly distribute the position and side of the player so that we have a good balance of player positions in the game.
I came across a different system on a similar game that I think could work here on KOB.
What I Propose:
Each country has a pool of X amount of players already spawned for each potential level, 10 for each for example.
The system spawns these players with the same regards as before concerning positions and balance overall.
These spawned players are available to be recruited by any team (same youth fees as before) but the information you have about them is limited!
You (manager) can even check the pools from other countries, as long as you have a scout for that country's region.
Every available youth has a 4 week cycle (4 steps) from the moment they are spawned, and it goes like this:
1st week managers (you) can only know the players name and any personal information
2nd week you can see the players position
3rd week you can see the side he is playing and some skills
4th week, all skills
Managers can use the scout (for a fee) to speed up the process by 1 week, so you can see ahead 1 cycle step.
When checking players from a country different from yours, you are always 1 week (1 step) behind.
If a youth player is recruited, a new one is spawned into the country's pool to replace him.
If a youth player is NOT recruited after the 4 weeks, he quits and a new one is spawned to replace him.
Why This Might Be Better:
It turns youth recruitment into a more strategic process rather than a single random event.
Managers can decide whether to recruit a youth early (with partial info) or wait for more details, risking that another manager might snatch them first.
Scouting becomes more meaningful and ties into the in-game economy.
This system still maintains balanced positions overall (since the spawn logic remains the same), but it adds an element of anticipation and choice. It also offers a more immersive scouting process, where managers must weigh the cost of scouting or the risk of waiting.
Please leave your feedback, ideas or twists regarding this subject.
PvP Nyko is right, imagine a new player who has no hope of playing much, he will get discouraged and stop playing, create things that are easy to understand
its good, but its for all potential or potentials r random? I think it can work also like, federation have a youth, so they make a auction for them ( not less than old system).
Its not that complicated, you essentially have 5 lists of 10 players, 1 list for each potential star rating, per country. Those players will reveal more information about them overtime and you can recruit them, or not.
You basically start with the same information you have today about what player you are going to get, but in this suggested system you get more information about them overtime, helping you for a better decision. If you want to risk delaying your decision about a player, another manager might sign him in the meantime.
Nimo, he's just like our president here in Brazil, and his minister of economy, he sells difficulties with falsehood, I'm going to make your life difficult and make you pay more, for the good of the game, and its development lol
exactly netracer.. for those that think this is too complicated, they can just grab one of the available youths randomly, spending just the same as now. For the others, there is an option to refine their choice, even then the price could be the same as now.
maridiba, players wouldn't show their age while they are on the pool, once they get recruited their age count would start there.
I would only suggest looking at the second point below and instead of being a week behind I would say double the fee, a bit like in the reality that you need to have intermediaries in foreign countries.
In the first case the manager pays the fee only to his own federation, in the second half to his own federation and half to the youth's federation (and remove the one week delay).
Managers can use the scout (for a fee) to speed up the process by 1 week, so you can see ahead 1 cycle step.
When checking players from a country different from yours, you are always 1 week (1 step) behind.
I think it's good, but won't it slow down the recruitment of youth players in the first two weeks of the month? I say this because it will release a new resource and the method of getting them at the beginning will become uninteresting.
Can you give me some economic details? For example, if I buy a young player in the Egyptian league, will the gold go to Egypt? Since we only have local young players today, 30% goes to the Partners Fund, 35% to the Global Fund, and 35% to your Local Federation.
Without randomizing youth players, and list player in the pool for each country, this will avoid the unwanted flood of players in the market(its good for game).
Well, if one can choose the role is better than the current system. The one before the current was the best to my opinion. Now if you need a striker maybe you have to spawn several player and when you get the right one it could be too weak.
Any system that allows you to choose roles and sides will be welcome.
Generally, idea is good, but need few improvements. Fantastic, that scouts will have more use.
I am worried about new week calculation as @lysybandyta wrote
And what's more, I think that best teams will end up with best youths. There will be less weaker players on transfer market and less money will be sent to the game.
I believe that acquiring and releasing young players is made more difficult by: "In the first few matches a young player competes in, their true skills are penalized by 25% until they reach 10xp."
How will the next steps looks like? All available youths at midnight will be available for viewing? In this case, it will look like a "rat race" and only the best will be selected. How much youths will be available?
I think that even in step 4 not all statistics should be visible. Maybe discover 3 statistics in step 3, and at most half (6) in step 4?
Maybe after each step, you can take a day off for clubs to sign up for a youth star and then this player "randomly" chooses the club to join? This will eliminate the midnight hunt for a player if there is more than one club who want to sign a youth.
yeah, this seems to be the tricky part, to avoid frustrations in the future. What i am thinking:
The timing for all players to spawn wont be set at 0:00, they will gradually fill up the pool, so their timing to show more information will be different for each.
The 7 day timer can also be randomized a bit, can be a bit less or a bit more.
When a youth is recruited, a new one to replace him will be spawned some time later, so its never the same.
With these rules you eliminate the "racing" factor but, its still kind of frustrating to wait for the player to show more information after 7 days and not know when exactly.
I dont like the idea that teams with scouts have advantage.
It will mean that the clubs with the most money will always be able to keep the best players and resell them. The rest of the players will only have the option to compare blindly.
"Maybe after each step, you can take a day off for clubs to sign up for a youth star and then this player "randomly" chooses the club to join? This will eliminate the midnight hunt for a player if there is more than one club who want to sign a youth."
Think about this :)
"Who is faster" option is little weird. Youths in real life can choose where they want to go too :D
You could place the scout by country to reduce its price, making managers interested in purchasing their scouts in the specific country, and create pools by country as well. and in addition it could end the free market. Since there would be several young people generating for the price of gold, there would be no need for free market. And if you don't want to buy several scouts and just create a school like the coaches, he will gain citizenship of the country that the manager wants for the price.
If you want to be more realistic possible, a new youth can be generated and everyone can do an offer (without knowing the price of the offers done by manager) and the manager with the highest offer win the youth
@alin yes. In real life some teams do an offer to a youth and this decide in which team wants to go (in this case you can do the highest action but it should be blind)
In my opinion this proposal is very complex and articulated, and it would also take too much time. The best proposal is to restore the beginning, that is, a manager can choose the role and position of the young player as in reality, this is because the choice must be based on the current needs of the club.
If this system is to be implemented, it will be important to calibrate the size of the youth pool for each nation well, based on the number of active users. If there are very few, the young players will be bought and replaced before they even get to reveal additional information, and therefore it would be practically identical to the current system.
But what happens if the youth pool is too large? Over time, the role and skills of the players would be revealed, even more information than we had at the beginning! Enough to build an entire team with academy players, as I have already done now, but even taking them with good starting skills... the market will become completely useless!
In reality, investments in the youth sector are a pure gamble, because you can't know where future champions will be born. In fact, teams that decide to focus heavily on the youth sector open academies in different countries and establish collaborations with smaller clubs to grab the most interesting young players and bring them to their academy. And the only thing that interests them is the talent of the players; the position they play is not important, it only matters to grab high-level players because if you have many of them you can still place them on the market and earn well. However, not all clubs spend so much on youth development; some prefer to buy young players from other clubs because if there is an excess supply, it would be more convenient.
Even in the most realistic football manager game, the Football Manager series, young players are promoted in a similar way, you receive some every year with random roles and potential, and on average the potential is influenced by the level of the club's youth academy (i.e., how much the club invests). As a result, large clubs have more chances of obtaining a champion, but even a club with poor facilities could find the best player in the world. This, as in reality, fuels the youth market.
On KOB, with real money involved, obviously talent, which is the most important component of all, cannot be left to chance, because it would become gambling. However, it would still be possible to obtain a fairly realistic system and a sufficiently lively market by choosing the talent and leaving the roles to chance, as we do now… the effects should start to be seen when the first young players (picked by choosing the role) are about to retire. And, as in real football, there will be clubs that prefer to buy youth players without knowing their role and others who prefer to buy them from the market...
The proposed new system risks being a return to the past, in which young players are only bought from the system and the market becomes almost useless. Certainly not realistic, and generates much fewer transactions, but it can still work if we don't care about Players Market. However, I wonder how attractive such a game could be to new users, especially those used to playing football manager games...