Understanding ESMS
2.0 HOW IS A GAME PLAYED ?
2.0.1 A team in ESMS is represented by a "roster". A roster is a text file in a special format, which includes all the players of the team and their attributes.
2.0.2 A "team sheet" in ESMS is a text file which includes orders for the game for each team. These orders include the list of 11 starting players, 5 subs and various commands for the program. The teamsheet is basically the instructions each manager gives to his team before the game. This is explained in "Making a Teamsheet".
2.0.3 To play a match each manager has to send the league administrator a teamsheet with instructions for the match. The administrator must have the rosters of the participating teams. It is very important to note here that the game is not run in "real-time", but all at once. Meaning that a manager can't interfere on a specific minute and tell the administrator to substitute a player or change tactic. The manager's work is concluded by sending a teamsheet with instructions to the admin. All these instructions are included in the team sheet sent by the managers in the correct format, the program reads these instructions and implements them during the game. After the game is finished, the program generates commentary file for the game and the admin sends it to the managers of the playing teams. The commentary files are discussed in further detail in "About Match Commentary Files". Then, the admin uses the various supplementary tools of ESMS to update the rosters and the league table.
2.1 ROSTERS & PLAYERS
If you look at a valid roster of ESMS, you will see a header line and a list of players with a lot of numbers near them. This section will explain exactly what each number means.
Let's first look at the player skills section of the roster file:
Name
|
Age
|
Nat
|
St
|
Tk
|
Ps
|
Sh
|
Ag
|
KAb
|
TAb
|
PAb
|
SAb
|
N_Amoruso
|
22
|
ita
|
1
|
4
|
6
|
10
|
26
|
300
|
420
|
550
|
690
|
2.1.1 Name: The name of the player. It's recommended not to create names longer than 12 characters. The name of a player mustn't include spaces, it is common to use underline '_' symbol instead (placing the first letter of the first name separated by '_' from the rest, ie. M_Owen or A_DelPiero).
2.1.2 Age: Player's age. Each league sets different rules for player aging. The league may decide that each season each player is getting older by one year, etc. The age is placed in the roster with no use for the game running program and needed only for statistics and rules set up by each league.
2.1.3 Nat: Player's nationality, abbreviated in 3 characters. As the age, it is not used by the game running program and placed in the roster only for statistics.
These three attributed were mostly for statistics, and didn't really have any meaning to the program (except of maybe the name, which must be the same in the roster and in the teamsheets, to let ESMS recognize which players a manager wishes to use in a game). The rest of the attributes are used and changed by the program.
This is the right place to say that in ESMS the player has no predifined position, and it is up to the manager to decide, depending on the player's skills, where he want the player to play in each game. A player can play as a goalkeeper (GK), defender (DF), midfielder (MF) or forward (FW).
Now we'll move to the next attributes:
2.1.4 St: Is the player's shot-stopping skill. In other words, his goalkeeping skill. For the best performance, the manager has to place the player with the highest St as the goalkeeper. Of course the manager is not obligated to do so, and it is up to him to consider.
2.1.5 Tk: Is the player's tackling skill. Mostly used by players playing in the defense.
2.1.6 Ps: Is the player's passing skill. Mostly used by players in the midfield, for creating opportunities and assisting goals.
2.1.7 Sh: Is the player's shooting skill. It defines the player's skill to shot to goal and reach these shooting chances.
Note: From what you can see on the player in the example, his highest skill is shooting. Therefore this player will perform his best as a forward. Of course he can play in any position if needed, even as goalkeeper, but his contribution will be worse than as a forward.
2.1.8 Ag: Is the player's aggression. The aggression of a player doesn't change, it stays the same for his whole career. In ESMS the aggression is a value between 1 and 100 and it defines how aggressive a player plays. More on aggression can be read in "Other Game Components", paragraph 4.3.1
2.1.9 KAb, TAb, PAb, SAb: Player ability for each skill. A number ranging from 0 to 1000 and can affect the player's skills. Abilities vary from game to game depending on the player's performance.
Now we look at the stats section. This comes immediately after the players skills section of the roster:
Name
|
Gam
|
Sav
|
Ktk
|
Kps
|
Sht
|
Gls
|
Ass
|
Dp
|
Inj
|
Sus
|
N_Amoruso
|
5
|
0
|
2
|
4
|
12
|
4
|
0
|
8
|
0
|
0
|
2.1.10 Gam: Simply the amount of games the player played. If the player participated in a game, even if he played a single minute, it will be counted as an another game when the admin runs the roster updating tool.
2.1.11 Sav: The total amount of saves the player made. Only if the player played as a goalkeeper he can make saves.
2.1.12 Ktk: The total amount of key tackles the player made to stop scoring opportunities. Usually defenders will make the highest amount of tackles, but midfielders and forwards tackle sometimes
too.
2.1.13 Kps: The total amount of key passes made by the player to create goalscoring opportunities.
2.1.14 Sht: The total amount of shots to goal taken by the player.
2.1.15 Gls: The total amount of goals scored by the player.
2.1.16 Ass: The total amount of assists made by the player.
2.1.17 Dp: The total amount of disciplinary points accumulated by the player. Disciplinary Points (DP) are "accumulated" when a player gets yellow/red cards. More on DP in "Other Game Components", section 4.4
2.1.18 Inj: If a player isn't currently injured, Inj is 0. If a player is injured, it indicates the amount of weeks he can't play.
2.1.19 Sus: If a player isn't currently suspended, Sus is 0. If a player is suspended, it indicates the amount of games he can't play. More on this in "Other Game Components", section 4.4
Note the difference between "weeks" for Inj and "games" for suspensions... Think about this in "real life" terms: It is common to play league games once a week, with cup games in the middle of the week. A player is injured for a certain amount of time (eg. if he's injured for a week, he'll miss one game in a normal league run, but he'll miss more games if some cup games were played during the week), but suspended for an amount of games. You should keep this in mind while planning your league.
2.2 PLAYER POSITIONS
As was stated earlier, a player in ESMS doesn't have a pre-defined position. The manager will have to decide where to play a player in a game.
The ESMS system has 4 possible positions for players:
GK: Goalkeepers, only one GK is allowed to play at the same time
DF: Defender
MF: Midfielder
FW: Forward
Each league must decide for itself the restrictions on the maximum and/or minimal number of DF's, MF's and FW's which can play at the same time.
2.3 PLAYERS' "ACTUAL" SKILLS DURING THE GAME
As you saw in section 2.1, each player in ESMS has 4 different skills + aggression. These are his "raw skills", and he won't always play with the same skill in a game. An "actual skill", is the players's raw skill after some mathematical operations, which depend on tactics and player's fatigue during the game (more on fatigue in "Other Game Components", paragraph 4.2.1).
In any case, if two different players have different raw skills, and they both play with the same conditions in the game (position and the tactic of the team), then the player with the higher raw skill will have a higher actual skill.
Aggression of the player stays the same during the course of a game. The "Shot Stopping" (St) ability doesn't change either (affected only by fatigue).
How do actual skills depend on player's position?
A player which plays as defender will never use his full shooting potential, as being a defender he will get almost no chances to score. It also depends on the tactic of the team, but it can be generally said that the full raw skill of the player will be preserved only if the player plays on a suitable position. For example if a player with Tk2, Ps4 and Sh10 playing in the defense will have a defensive skill of 2 (it also depends on the tactic, of course), but his actual Ps and Sh will be less than the raw values. Therefore, a player with skills Tk4 Ps3 Sh3 will be more efficient as a defender, despite being a generally worse player than the first one.
Players with more than one high skill will be extremely useful as they will be able to perform well in several positions.
2.4 TEAM TACTICS
Each manager may choose a tactic for his team for a game. The tactic can be changed during the game by suitable instructions in the teamsheets.
This is the listing of possible tactics in ESMS:
2.4.1 N: Normal. No specific style of play, just normal game, trying to use all parts of the team in the most suitable way.
2.4.2 D: Defensive. Focusing more on the defense. D is hard to score against, but won't create many opportunities either, it is the most defensive tactic. Midfielders and even forwards will pay more attention to the defense.
2.4.3 A: Attacking. The most offensive tactic. The players try to score as much as possible, effectively neglecting the defense. This tactic may get you to score more goals but also concede quite a few...
2.4.4 P: Passing. The team tries to move the ball quickly using a lot of passes, even when these are not really needed. More players try to help in the midfield to create slow but efficient opportunities. This tactic is more offensive than Normal but less offensive than Attacking.
2.4.5 C: Counter attack. The players concentrate on the defense, while the forwards are waiting for counter-opportunities. This tactic is more defensive than Normal but not as defensive as D.
2.4.6 L: Long Ball. The most intriguing and unexpected tactic. Can easily win a game with some circumstances, and completely fail with other. The midfield is almost unsignificant, as the team tries to defend and reach the forwards with long balls. Thus, this tactic is especially useful for teams with weak midfielders, and against some tactics/formations can prove to be a lethal weapon.
Note: Each tactic, except of Normal has some bonuses against some other tactics, which makes the decisions more complicated and challenging. The bonuses table is below. It also includes the 'Bonus type', which tells where is the bonus added.
Tactic
|
versus
|
Bonus
|
Normal
|
-
|
-
|
Defensive
|
Longball
|
Defence
|
Attacking
|
Defensive
|
Attack
|
Counter Attack
|
Passing
Attacking
|
Midfield
Attack
|
Longball
|
Attacking
Counter Attack
|
Defence
Attack
|
Passing
|
Longball
|
Defence
|
Conclusion: As you can see, the bonuses table is rather complicated, and you can benefit a lot from predicting correctly which tactic your opponent uses. If you aren't certain about which tactic your opponent uses, you can play the Normal tactic, as no other tactics has bonuses against it. Each manager will eventually have some "repertoire" of tactics for every case, when you must win, when you
must not lose, etc...
2.5 TEAM FORMATIONS
ESMS has no pre-defined formations for teams. The formation is simply the amount of DF's/MF's and FW's, so it is clear that a team with 3 defenders, 4 midfielders and 3 forwards plays a 3-4-3 formation. As stated above, the program itself poses no restrictions on the maximal/minimal amount of players
in each position, each league must define these restrictions for itself. It is highly reccomended for each league to do so, in order not to have unusual situations, ie. a game between two teams with a 8-1-1 formation can be very boring, and it is doubtful if any scoring opportunities will be created.
Each manager decides on his favourite formation either by his players' skills (if for example his team hasn't almost any good forwards, he will prefer formations with fewer players in the attack) or if a manager feels that a specific formation AND tactic just "works well" for his team and sticks to it.
Tactics and formation are very much linked, not by the program (ESMS doesn't mind which tactic/formation you play) but by the manager himself. It would be, of course, bizzare to play 2-2-6 Defensive, as the formation and the tactic contradict each other.
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