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Calculation of CA

Started on 11 February 2012 by Djoser
Latest Reply on 11 February 2012 by Djoser
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Djoser's avatar Group Djoser
13 yearsEdited
Hello there,
I make a my singular league in FM. So I need create new players. I searched every single page in search engines, but I did not find specific of help documents. I guess this community might know that answer.

When I create a player, I use my own scout report. For example an AM player; I gave tecnic: 17, f.touch: 16, finishing: 18 and as mental composure: 14, off ball: 13, as physical acceleration: 15, pace: 16. Then I gave CA 150, it doesnt work. I know this example on border, but I need to learn how it works. What is the system in current ability?

I found an exel ss,
http://img684.imageshack.us/img684/7149/attrweighting.jpg

But I didnt figure out that algorithm.

If u help me I'll be over-happy, because I had started try to find this subject a year ago.

I thank you in advance.
what do you mean it doesnt work? clearly there is PA as well and PA to be reached.
Not sure if this helps but this is how I think of current ability in relation to attributes.

I think of it as being an allocation of how many points you can put into your attributes, however 150 CA doesn't mean you have 150 points to put into attributes. It makes more sense if you multiply that 150 by 10, meaning 150 CA gives you 1500 points to spend. Then 1 attribute point costs a number of these CA points (for example 1 point into finishing costs 10 points, or 1 point in pace costs 20).

It's true that the weak foot strength takes a lot of CA points up. A player with 200 CA and who is very good with both feet will likely have a worse attribute profile than a player with 180 or lower CA but who is very weak with one foot.

I imagine many people create a player with the attributes they want and put in a CA that is too low and when they start a new game those attributes have been reduced. I recommend comparing a real player in the database with the same current ability to the one your creating to get a good idea of what level of attributes that CA will allow your created player.

Note: edited the post title to correct spelling.
1
evo ..

dont just write down to the CA, you must calculate too, how much different between PA and CA ...
DC,DRL,GK,MC,FC has different CA ..
you have to know what is needed by your player based on their position ..

when CA is higher than PA, after 1 week or less, what we have created must be reduce...
I use this method, but it doesnt work completely.



In this table you can see attributes values of specific position. For example create a ST. I gave attributes to player, then I started calculate CA.

If Acceleration 15, it means 15 times 6 is 90. I do this processing for every single attributes, then I use addition, 90+57+24... Then I found in thousand number like evo said. When I found 1000, it should mean 100 CA.

But I said this method doesnt work completely. You found point number. Like 985, 1545 : 98.5, 154.5...

When I accept that 99 and 155, I observe a little bit decline on attributes.

For example when I try to find real players CA, I will do this procedure again. A player has got 100 CA but mine attributes multiplication result is 97.4. If he got 154 CA, his result is 147... Another 154 CA player results 149. You can see tiny difference.

These are mine amatuer experiment, I can not be sure its true. Becaouse of this I need a real algorithm.

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