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.
Thanks