CM5 Update: Wwwwhere are you?!?!?! Let's be 'aving you!!!
by John Webb - 03/03/2005
We’ve approached Scouting differently to previous Championship Managers, allowing scouts to target specific requirements and roles, as well as to report on stand-out players. Reports come through weekly, with recommendations based on these filters as well as star players. Our new system is designed to provide greater flexibility and focus to trawl European and World leagues for new talent, whilst not bombarding you with irrelevant and unhelpful information.
Scouting next opponents also provides useful information like whether your opponents are likely to be fielding a full strength team (not likely in friendlies or early cup ties for some teams) and identifying danger men.
A great new feature that we’ve introduced is the ability to view target players’ individual performances in matches with ‘PlayerCam’. This allows you to watch a designated player’s every move in highlight mode, so you can judge their performance quickly and without all the other action getting in the way.
In order to build a strong team over time you need to be familiar with the transfer market; buying and selling players is a crucial part of any manager’s success. In CM5, we’ve made transfer negotiations more realistic, taking into account factors other than just fees or wages offered. This fully realistic transfer model considers loads of inputs, including selling and buying clubs finances, the player's and club's reputations and the individual player's personalities. Buying players will be more than a case of simply offering the cash, so attempting to lure Ronaldo and Zidane from Real Madrid to Chelsea will not be a formality.
We’ve managed to do this by ensuring that manager to backroom staff (Where are we weak? Who should we buy?), manager to board (Can we afford to buy this player?), manager to manager (Will you sell me this player?), and manager to player (We’ll pay you this much!) are all independent in their processing, but still reflect a realistic outcome.
So, buying a £5m value player might cost you significantly more or less based on where he is, how long his remaining contract is for, and how important that player is to his current team.
News & Media
For CM5, we’ve ensured that you don’t get bogged down in irrelevant media and news, by ensuring only relevant messages make it to your news screens. You won’t get bothered by messages that you simply won’t want to read. We’ve included a filter system that allows you to select the news areas that you would like to receive so you don’t hear about things you’re not interested in.
So get scouting and you never know who you may discover - the next Pele’s out there somewhere!
no offense to the guys at BGS, but some of this seems to be a bit too late. In particular the importance they are putting on transfers, when FM was released the big hype was on player personalities, and how they wouldnt just sign for any old club (which i do believe in the most part FM has achieved well), yet now, a fair few months later we see CM concentrating on the same thing. If I were them id be concentrating more on stuff like the playercam, or something to do with training/match engine.
The makers of Tomb Raider began a strategic review in 2004
Shares in UK video games maker Eidos have failed to recover from a 31% plunge in value on Wednesday, despite news that it is in bid talks.
Eidos confirmed it has received an approach from an unnamed party, valuing it at 53 pence a share.
The offer is subject to "one principal condition", it said, and Eidos warned there was no certainty of a firm bid.
On Thursday it revealed a £26.5m ($51m) first-half operating loss, and its shares were down 10% in morning trade.
The UK company began a strategic review in 2004 after issuing a profit warning, and investors have been hoping it would eventually be bought out.
Eidos said that, given its financial position, it would be recommending the takeover approach proposal to shareholders if a formal offer was made.
"The first half has been a very difficult period for Eidos," said chairman John van Kuffeler.
"This has been exacerbated by the deferral of the PC version of Championship Manager 5 as anticipated, and the disappointing performance of some of the other titles released."
On the positive side, the company was happy with the performance of its ShellShock: Nam '67 game
quite an interesting article for anyone who is following Eidos' recent demise
NEED FOR SPEED - Sick of having to put the kettle on between matches? CM5 will provide a much faster gaming experience than before.
STAT ATTACK - Previous versions of Champ Man have relied on the good will of fans to provide information on the players in the game. This time round the developers have taken a more specialized approach, employing the services of the Professional Football System, a long-standing agency who provide information to actual clubs and managers around the world. Established in 1999, the services of the PFS have been utilised by clubs from The Premiership, Serie A and La Liga, including no less than the mighty Real Madrid.
IT'S TRAINING MEN - CM5 will offer a user-friendly training module, albeit still with a comparable amount of detail. Training schedules will be easier to implement, and BGS has been working closely with Charlton Athletic's First Team Coach, Mervyn Day, who has designed optimised regimes for certain areas.
THE BIG MATCH - After years of following matches through text commentary, a brave new world was introduced in CM4 via the 2D overhead match engine. Generally a popular decision, CM5 will utilise a similar approach with a quicker, smoother experience.
SEARCH FOR A STAR - Unearthing undiscovered players is a huge part of football, and therefore of Champ Man. The scouting system in CM5 is being tweaked to enable more specific searches to be carried out.
TACTICAL GENIUS - The tactics screen has always been a success in Champ Man but BGS is making subtle improvements. As well as adding arrows for players to make runs, managers will now be able to add further arrows instructing players where to play the ball, into the channels for instance
SEAL THE DEAL - A fully realistic transfer model is being employed, encompassing an array of factors including finances, reputation and player personalities.
CM5 Update: TNT That Will Blow Your Head Off! (That's Training 'N' Tactics)
by John - 10/03/2005
So you’ve done your wheeler-dealing in the transfer market, yet the essence of any great manager is what he does with the players at hand - essentially this is down to 2 critical components: Training and Tactics!
Having talked in detail to a lot of Champ Man fans, one aspect of the simulation that many found difficult or unappealing in previous versions was Training. This was because it was deemed to be too complex or cumbersome to get into, and for many was something automatically farmed off to their Assistant Manager. We feel that this is a shame as training players is an essential part of the real-life manager’s role and critical to success on the pitch. But no more! BGS have worked extensively with ex-Leeds, Aston Villa, West Ham and Leyton Orient goalkeeping legend and Charlton Athletic’s UEFA Pro certified First Team Coach, Mervyn Day, to create a completely new training module that is both user-friendly and offers the ultimate in realism.
CM5 delivers a more accessible training module than previous versions, albeit still with a comparable amount of detail, which enables the manager to put into as much or as little detail as they wish into training. This is achieved through the introduction of our new ‘Create Schedule Wizard’; using this the manager can select Light, Medium or Intensive training in specific areas to automatically generate more complex weekly schedules of activities. These schedules can be tweaked by half-hour slot if desired, saved and assigned to individuals, groups of players, or the team as a whole. The schedules and drills themselves are completely realistic having been designed by Mervyn and reflect those used by actual professional teams. For the detail junkies out there, the simulation offers 63 individual half-hour training slots across the week and 82 different training drills to choose from.
The core drills have been designed to increase certain player attributes and the manager can see the effects of training on players’ attribute scores by ticking the “Training Effects” option. When training is neglected, inappropriate drills used, or players are over-trained, attribute scores will decrease although we’ve been very careful to make sure that this is balanced and the manager therefore won’t be unfairly penalised. Further, the impact of training will be witnessed in individual player and team performance in matches as the season progresses.
All-in-all, training schedules will be easier to implement, optimised to deliver absolute realism, and will have a direct impact on player and team performance in matches.
Oh, and you can still ask your assistant manager to do this if you really want to.
Choosing Your Tactics
The Tactics Editor for Championship Manager 5 is also completely new - offering flexibility, many more options and total realism.
There are now 25 default formations to choose from and not only that, CM5 also provides greater customisation of formations: you can place your players anywhere on the pitch by simply dragging them and so arrange your preferred shape. There are 270 outfield player positions on the tactics board!
Moving players around also automatically changes their defined position, i.e. moving an Attacking Left Midfielder into a slightly more advanced position would change their role to Left-Winger. You have to beware, of course, as playing someone in an un-accustomed position, or where he doesn’t have appropriate attributes, will result in a weaker performance.
A fantastic new feature is the ability for the manager, using directional arrows on the tactics board, to instruct players to play feeds as well as make runs into particular areas. Therefore, players can be told to play balls into channels or to identify other players as their primary targets for passes. We’ve also added more player / team instruction options including ‘time-wasting’ and ‘ruffing up’.
All of it matters too! We’ve done extensive balancing and testing to make sure that tactical instructions are actually reflected in the Match Engine.
Don’t forget, CM5 will be in-store NEXT FRIDAY 18th MARCH!! So get your personal training regime in order, decide your tactics for getting to the store, and get ready for the ultimate football management simulation. The Champ is back!
Traning has changed "This was because it was deemed to be too complex or cumbersome to get into, and for many was something automatically farmed off to their Assistant Manager"
Thats just wrong, both people online and many other friends i know who dont even know what a forum is always change their training regimes. I even once got my dad to play FM05 (for 45 mins!) and he refused to let someone else do the training for him, honestly! So that is a false statement to start with.
"The core drills have been designed to increase certain player attributes and the manager can see the effects of training on players’ attribute scores by ticking the “Training Effects” option. When training is neglected, inappropriate drills used, or players are over-trained, attribute scores will decrease although we’ve been very careful to make sure that this is balanced and the manager therefore won’t be unfairly penalised. Further, the impact of training will be witnessed in individual player and team performance in matches as the season progresses."
how in gods name is that NEW?, seriously, someone explain to me how all that wasnt in CM0304.
"There are 270 outfield player positions on the tactics board!"
This one really makes me laugh, the ammount of errors that are possible... i cant even work out, all 11 players can play in 270 different positions.. so i cant actually work out how many different combinations there are, either way, no way have BGS tested all these scenarios out, major errors a plenty....
"A fantastic new feature is the ability for the manager, using directional arrows on the tactics board, to instruct players to play feeds as well as make runs into particular areas. Therefore, players can be told to play balls into channels or to identify other players as their primary targets for passes. We’ve also added more player / team instruction options including ‘time-wasting’ and ‘ruffing up’."
thats nice, its pretty much already been done with personal instructions, but it is a nice feature.