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FM Mobile 2023 Discussion

Discussion about FM Mobile 2023
Started on 19 October 2022 by Harleygator
Latest Reply on 28 October 2022 by Harleygator
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Apologies if this isn't the right place for this discussion, but I didn't see a dedicated forum for the Mobile and Touch versions.

Anyway, I wanted to get people's thoughts on FM Mobile and where they expect or hope that version of the game will go.

I read recently that SI are implementing Team Talks into fixtures, which has long been a part of the full game. I personally find this to be a step in the wrong direction because it's out of step with what the mobile version of the game is supposed to be.

FM is basically a spreadsheet, but the UI of the full game, the overlapping complexity of the various stats and attributes give an appearance of "character" which makes interacting with players, staff and press a part of the sense of role-playing.

But the mobile game is not an SRPG or full-fledged simulation - it's a puzzle game. It takes the fundamentals of managing a team from the full game and asks players to connect the dots in a basic simulation of action/reaction: high line matches pacy defenders; inside forward matches narrow formation; casual/relaxed players do not match high pressing; and so on.

So, players in the mobile game are not characters in the same way they behave in the full game; the limited player personality attributes are just pieces of various jigsaw puzzles. Interactions work much the same – opportunities present themselves to affect a player’s morale, for example, which provide a scaling boost to stats (low morale makes attributes lower), and if you pick the wrong option, you get a bad outcome. Very basic stuff.

The thing with Team Talks specifically to provide a boost to morale or focus on the day is that there are already perfectly serviceable aspects like this already – for example, every player’s personal menu (and your pre-match scout report) contains information about their outlook for the next game: “Is excited by the prospect of playing Everton,” “Is complacent about getting a result at Norwich City”, and so on. Factoring this in is a puzzle – who will provide the most efficient stat boost relative to their current ability? Is your complacent first choice worse for this game than your backup option who is hoping to play? Team Talks basically removes this puzzle element by giving you a way to just gee up any player you want to start, irrespective of their attitude, reputation, personality, or whatever.

What I’d like to see instead is more things for players to work out beforehand, because preparation is 90% of what matters in FMM, reaction (in game) only 10%. Where are throw ins, for example? Why not an option to search for personality types in the player menu? New things to work out, and more ways to view the information you need to work them out. There are a few quality of life changes and bugs that deserve more attention, too.

Thoughts? What changes would you like to see?
New features were announced yesterday. Thoughts?

Team Talks seem quite basic, locked to one of three reactions - Relaxed, Balanced, Demanding - with advice from your assistant on how he expects the players to react. Apparently what approach you take feeds into your personality in the manager profile, though how exactly that will actually make any difference to the save is unclear. I've never felt that your profile as a manager was particularly impactful, certainly a lot of the hiring decisions teams make seem random, even bugged at times - I remember in this year's version, losing out on the Palermo job to a manager with a lower reputation, despite neither of us being Italian. So, it'd be nice to have more explanation on what this stat actually means.

Youth intake screen has been expanded slightly to tell you not only what potential star rating the player has, but also which attributes he's strong in. This adds a bit of flavour to the screen, which is welcome, but it's nothing revolutionary.

Transfers have apparently been tweaked. The best addition is that in the transfer screen, your assman can provide more information about things affecting the bid, for example, a player in a long contract will cost more. Tbh, I've never thought that had an effect in FMM, so if they actually implement it, I'll be happy. Quite sick of clubs demanding 50, 60, 70% of the market value of the player with only one or two years left on their contract.

All this talk of teams "behaving more realistically" brings to mind a particular issue I have, which is the static nature of team development. AI-controlled teams do not behave to their profile in FMM. If you use the editor to give a League Two side top facilities, billions in funds and a top manager, they will invariably remain a League Two side for decades. If I develop a club to the top of the game, I would expect them to stay there after I leave, not sink to relegation a year later. If "behaving more realistically" means that clubs will have more character in this way, then that's a welcome change.

Anyway, interested to hear thoughts!

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