Game Rules
10. Morale, adaptability and experience
PLAYER MORALE
First, let´s talk about morale. The player morale is really important as it will directly affect his performance on matches. So you have to make sure you keep your player morale at highest standards.
And what can you do to ensure that?
One method to improve morale is your Team Role, set by your team. In case you have a contract with a "low" team role, if you play regularly your morale will be likely to increase. However, for example, you play a lot of matches in a row and you have any other status rather than "Important first team player" your player morale will start to drop. On the other hand (if you have a "high" team role and you´re not playing often) your morale will decrease. Also some team roles will give you a small and daily morale bonus. So all this means that you should be careful when you´re selecting your team role. Use your common sense when selecting a team role. Also when your manager changes your team role to a higher level, you´ll receive a bonus. The opposite will lower the morale.
Match performances and team results also affect your morale (only at league and cup matches though). If you play well on a match (a rating over 5) you´ll receive a bonus. This bonus will be as high as the better you perform. Of course, if you get ratings below 5 you´ll get penalties on your morale. Also if your team loses a match your morale will drop; but if it wins a bonus will be given to your morale. The match results bonuses/penalties will depend on the ranking difference between the teams. If you´re playing on a bot team, your player morale will also be affected by match performance and team results. The only difference is that these penalizations will be smaller.
Player Relationships are a really important aspect of the game. More information about this you can read in chapter 11. We´ll give you some more detailed information about this particular part of the game on the next section but you should know in advance that your morale will be affected (positively or negatively) depending on the relation you have with your teammates.
Team Spirit can also decrease or increase your morale - it will lower your player morale on a daily basis in case it has a low value, but it will also increase it, if your team´s team's spirit is high (>= 95%) and your morale is low (< 85%)
Finally a mention about training effects on morale (already mentioned on the training section). Every day you will get a small morale boost but if you don´t "train" Having Fun at least once in 7 days, this boost will start to slowly drop after the eighth day (including) and this drop will be as high as longer is the period you pass without this kind of training.
ADAPTABILITY
As in real-life, players often find themselves troubled when they first move to a foreign country. In FootStar you will also find a simulation of this real-life fact. When you move to a new country you´ll have to adapt yourself to your new countries´ way of life. You´ll be able to become fully adapted to it eventually, but the time it will take will also depend on you. Of course, the passing of time itself plays an important role on this: each day that goes by you become a little more adapted. In FootStar, each day (at the 0:00 daily training) you´ll get some adaptability points. The amount of points you´ll get each day depend on your player´s morale level: the higher your morale is the more adaptability points you´ll get.
Your teammates will also be able to interact with you and talk about their home country or countries they´re adapted to in order for you to adapt faster to a country; and obviously you can also interact with your unadapted friends if that´s the case. All players can use the adaptability interaction of a country if they´re more than 75% adapted to a country. The interaction will be more effective if the country you´re talking about is the country you´re currently located in. You should also know other two things: the higher the adaptability level to a country of the player you´re interacting with, the lower the effect your adaptability interaction will have on him; and it´s impossible to get to 100% adaptability using only interactions. Being in the country you´re trying to become adapted to is essential in order to get to 100%.
Another way to gather adaptability points is to set your training to "Having Fun" in your training scheme (as explained before in the Trainings Section). This will give you some adaptability points per training, although not as many as the ones you get each day.
Adaptability has an important role on matches. It will directly affect your individual skills (by reducing them if you have a value under 100%) so you should optimize it as much as you can in order to play at your full potential.
You should know four more things about adaptability:
The first is that you´ll always be 100% adapted to your native country. When you start with your player, you´ll be given the full adaptability. The second is that you´ll get a small adaptability bonus if you´re playing in a club of your home town. This is not valid if you´re playing in a bot team though.
The third thing is that you can find all the info about your adaptability to the country you´re playing on the right information panel, just below the fitness and moral info. Also, if you click on the adaptability info, you are redirected to a page where you can find your adaptability data about all countries your adaptability is higher than 0%.
Finally, the fourth and last thing is that you´ll never lose your adaptability to a country (except you reset player). For example, let´s say that you´re Portuguese and you move to the Spanish league; then, after you become fully adapted to Spain, you move again to Portugal. Finally, after a couple of seasons you decide to accept a new challenge on the Spanish league again… this time you won´t have to worry about your adaptability: you´ve become fully adapted to Spain in the past so you won´t have to go through the whole process again.
You should know that (this is very important!) your adaptability will raise only for the country you are at once the update is made (Every day at 0:00). For example: you´re Swedish and play for a Portuguese team. This means that you´ll be in Portugal most of the time so the adaptability will raise for Portugal if you´re in Portugal at the time of the update. Now let´s imagine that you travel to Spain to play a match. While you´re staying in Spain your adaptability will raise for Spain and not for Portugal. However, once you head back to Portugal you´ll start regaining adaptability points for Portugal.
EXPERIENCE
Types of matches
There are 2 types of matches:
- Those all players can play: League, Cup, Friendlies, Youths, Play-offs. Let’s call them "Matches A".
- Those not all players can play: ITC, NT’s (official games + friendlies), City teams. Let’s call them "Matches B"
"Matches A" give a constant amount of experience - it doesn´t matter what your current experience is or what opponent you play against, all that matters is the amount of minutes you play. Other penalties, described in section "Penalties" also apply.
In "Matches B" an experience is divided into 2 parts:
1) Constant part - it´s a part (half or one third) of experience a player COULD get in a match and this part is always given to a player
2) Variable part - it´s the remaining part of experience (another half, or the remaining two thirds) and this part is reduced according to the average experience of all human players in match - if the average experience is "World Class" a player receives all experience available in "Variable part", if the average experience is "Good" (lvl 6), a player receives only 60% of "Variable part", if it´s "Bad" (lvl 3) - 30% and so on.
It´s important to understand that "Constant part" and "Variable part" are always calculated from the experience that a player COULD get in a match and this is not the same for all matches, let´s call this value "Full experience".
For ITC and City team matches "Full experience" is a constant value much like in "Matches A". This means that the "Constant part" is the same in all matches of the same competition (for example - all matches of main City teams give the same "Constant part" if a player does not get additional penalties for playing time). "Variable part" depends on average experience of all human players in a match - this effectively means that total experience gained in match depends solely on players participating in that match - if there are a lot of young players with low experience, the experience gained by player will not be high, and if there are a lot of players with high experience, the experience gained by player will probably be close to "Full experience" value.
For National team matches "Full experience" is not constant - it depends on the experience a player already has. Each NT match can give only a certain percentage of player´s current experience. To prevent unlimited growth of experience, the experience gains in NTs have a cap - a "Full experience" can never be higher than a preset value (different for each level of NTs). Now, since the "Full experience" is not a constant value, it means that experience gains get quite complicated in NTs. It works like this:
1) A maximum possible experience for a player is calculated. As it was explained before - it´s a percentage of player´s current experience capped at a certain level. This value becomes "Full experience" for that certain player
2) Half of this "Full experience" becomes a "Constant part" (it´s a half because "Constant part" and "Variable part" are split 50%-50% in NTs)
3) Another half of this "Full experience" is a "Variable part" and it is reduced according to average experience in a match - if the average experience is "World class", a player gets full "Variable part", if average experience is "passable" (lvl 5), player gets only half of "Variable part"
Clarifications
Average experience in match is calculated by using human controlled players only - this means that if human team 1 plays against a bot team 2 for example, only 11 human player from team 1 will be included in calculation and it will be the average experience of those 11 human players.
Penalties
There are some additional penalties on experience.
- Playing with match order "Avoid Getting Tired (AGT)" – YES, will only give 25% of the experience a player would get by set “No” or “Always play your best”.
- Goalkeepers playing as field players and regular players playing at the goal will only earn 25% of the full experience they would get in the match. This is valid for all kind of games but only in human controlled teams;
- The experience gained in a match is directly proportional to the number of minutes played in the match. Playing more than or exactly 60 minutes will give 100% experience; this means that playing from 60 to 90/120 minutes is the exactly the same regarding experience gains. Playing less than 60 minutes will cause experience penalties - the less you play, the less experience you´ll gain. This is valid in all kind of matches.
All these penalties are always applied after calculating what experience a player could get in match.
Experience calculation
Experience calculation rules:
Explanation of denominations
MT - Match Type - either A or B as explained previously
FE - Full Experience - defines whether full possible experience in a match is constant (CONST) or percentage of player´s current exp (%)
CP - Constant Part - defines how much of full experience is ´constant´
VP - Variable Part - defines how much of full experience is ´variable'
FRND - club friendly matches
YT - club youth team matches
LG - club league matches
CUP - club national cup matches
PO - club play-off matches
ITC - international club competition matches
CT U18 - city team U18 matches
CT U21 - city team U21 matches
CT - main city team matches
NT U18 - national team U18 matches
NT U21 - national team U21 matches
NT - main national team matches
The experience is calculated in this order:
1) FE (Full experience) is calculated first according to the rules described in the table above
2) If it´s "B" type match, the experience is further calculated like this: FE*CP + FE*VP*AE (AE stands for "Average experience" modifier for a match)
3) Additional penalties (AGT, playing out of position, playing less than 60 minutes) are applied if necessary
Examples
First of all - let´s set some values for an example. Please note, that all these values are here for explanation purposes only and it does not mean they are the ones used by the game.
Let´s say the full experience (FE) value a league game gives is 1 point
Let´s say the full experience (FE) value an ITC gives is 3 points
Let´s say the NT U21 match give 5% of player´s current experience when calculating the FE value and that the exp cap for NT U21 is 4 points
Match 1
Player 1 has 50 points of experience
Player 1 plays 90 minutes in league match in his position and with match order "avoid getting tired" set to "no"
He gets 1 point and has 51 points of experience after that
Match 2
Player 1 has 50 points of experience
Player 1 plays 45 minutes in ITC in his position and with match order "avoid getting tired" set to "no". Average experience in a match is "formidable"
It´s a B type match, so we have to calculate the experience like this FE*CP + FE*VP*AE.
FE (full experience) is 3 as we defined before
CP is 33.33%
VP is 66.67%
AE is 90% (Average experience is formidable - lvl 9, that means a player gets 90% of variable part)
3*0.3333 + 3*0.6667*0.9 = 2.8 points
Player has played only 45 minutes, so his experience is reduced further - 2.8 * 45 / 60 = 2.1 points <- this is the final number
Match 3
Player 1 has 50 points of experience
Player 2 has 100 points of experience
Both play 90 minutes in U21 in their position and with match order "avoid getting tired" set to "no". Average experience in a match is ´low´
First we have to calculate the "Full experience" value for both players.
For player 1 it´s 5% of 50 which is 2.5 points
For player 2 it´s 5% of 100 which is 5 points. It´s higher than the experience cap we have defined for U21 matches and that´s why this value is reduced to the cap - 4
It´s a B type match, so we have to calculate the experience like this FE*CP + FE*VP*AE.
FE (full experience) - we´ve just calculated this value for both players and it´s different for each of them
CP is 50%
VP is 50%
AE is 40% (Average experience is low - lvl 4, that means a player gets 40% of variable part)
Player 1 gets 2.5*0.5 + 2.5*0.5*0.4 = 1.75 points
Player 2 gets 4*0.5 + 4*0.5*0.4 = 2.8 points
Neither of them get additional penalties
Experience in different competitions
This is ranking of maximum possible experience in every kind of matches starting from the lower XP bonus to the highest. Of course, due to "Constant experience + variable experience" calculations, the real values can be quite different
- Friendlies | Playoffs | Youth | League | Cup
- Cities U18
- Cities U21
- Cities Main | U18 National Teams (equal)
- ITC
- U21 National Teams
- Main National Teams
PLAYER MORALE
First, let´s talk about morale. The player morale is really important as it will directly affect his performance on matches. So you have to make sure you keep your player morale at highest standards.
And what can you do to ensure that?
One method to improve morale is your Team Role, set by your team. In case you have a contract with a "low" team role, if you play regularly your morale will be likely to increase. However, for example, you play a lot of matches in a row and you have any other status rather than "Important first team player" your player morale will start to drop. On the other hand (if you have a "high" team role and you´re not playing often) your morale will decrease. Also some team roles will give you a small and daily morale bonus. So all this means that you should be careful when you´re selecting your team role. Use your common sense when selecting a team role. Also when your manager changes your team role to a higher level, you´ll receive a bonus. The opposite will lower the morale.
Match performances and team results also affect your morale (only at league and cup matches though). If you play well on a match (a rating over 5) you´ll receive a bonus. This bonus will be as high as the better you perform. Of course, if you get ratings below 5 you´ll get penalties on your morale. Also if your team loses a match your morale will drop; but if it wins a bonus will be given to your morale. The match results bonuses/penalties will depend on the ranking difference between the teams. If you´re playing on a bot team, your player morale will also be affected by match performance and team results. The only difference is that these penalizations will be smaller.
Player Relationships are a really important aspect of the game. More information about this you can read in chapter 11. We´ll give you some more detailed information about this particular part of the game on the next section but you should know in advance that your morale will be affected (positively or negatively) depending on the relation you have with your teammates.
Team Spirit can also decrease or increase your morale - it will lower your player morale on a daily basis in case it has a low value, but it will also increase it, if your team´s team's spirit is high (>= 95%) and your morale is low (< 85%)
Finally a mention about training effects on morale (already mentioned on the training section). Every day you will get a small morale boost but if you don´t "train" Having Fun at least once in 7 days, this boost will start to slowly drop after the eighth day (including) and this drop will be as high as longer is the period you pass without this kind of training.
ADAPTABILITY
As in real-life, players often find themselves troubled when they first move to a foreign country. In FootStar you will also find a simulation of this real-life fact. When you move to a new country you´ll have to adapt yourself to your new countries´ way of life. You´ll be able to become fully adapted to it eventually, but the time it will take will also depend on you. Of course, the passing of time itself plays an important role on this: each day that goes by you become a little more adapted. In FootStar, each day (at the 0:00 daily training) you´ll get some adaptability points. The amount of points you´ll get each day depend on your player´s morale level: the higher your morale is the more adaptability points you´ll get.
Your teammates will also be able to interact with you and talk about their home country or countries they´re adapted to in order for you to adapt faster to a country; and obviously you can also interact with your unadapted friends if that´s the case. All players can use the adaptability interaction of a country if they´re more than 75% adapted to a country. The interaction will be more effective if the country you´re talking about is the country you´re currently located in. You should also know other two things: the higher the adaptability level to a country of the player you´re interacting with, the lower the effect your adaptability interaction will have on him; and it´s impossible to get to 100% adaptability using only interactions. Being in the country you´re trying to become adapted to is essential in order to get to 100%.
Another way to gather adaptability points is to set your training to "Having Fun" in your training scheme (as explained before in the Trainings Section). This will give you some adaptability points per training, although not as many as the ones you get each day.
Adaptability has an important role on matches. It will directly affect your individual skills (by reducing them if you have a value under 100%) so you should optimize it as much as you can in order to play at your full potential.
You should know four more things about adaptability:
The first is that you´ll always be 100% adapted to your native country. When you start with your player, you´ll be given the full adaptability. The second is that you´ll get a small adaptability bonus if you´re playing in a club of your home town. This is not valid if you´re playing in a bot team though.
The third thing is that you can find all the info about your adaptability to the country you´re playing on the right information panel, just below the fitness and moral info. Also, if you click on the adaptability info, you are redirected to a page where you can find your adaptability data about all countries your adaptability is higher than 0%.
Finally, the fourth and last thing is that you´ll never lose your adaptability to a country (except you reset player). For example, let´s say that you´re Portuguese and you move to the Spanish league; then, after you become fully adapted to Spain, you move again to Portugal. Finally, after a couple of seasons you decide to accept a new challenge on the Spanish league again… this time you won´t have to worry about your adaptability: you´ve become fully adapted to Spain in the past so you won´t have to go through the whole process again.
You should know that (this is very important!) your adaptability will raise only for the country you are at once the update is made (Every day at 0:00). For example: you´re Swedish and play for a Portuguese team. This means that you´ll be in Portugal most of the time so the adaptability will raise for Portugal if you´re in Portugal at the time of the update. Now let´s imagine that you travel to Spain to play a match. While you´re staying in Spain your adaptability will raise for Spain and not for Portugal. However, once you head back to Portugal you´ll start regaining adaptability points for Portugal.
EXPERIENCE
Types of matches
There are 2 types of matches:
- Those all players can play: League, Cup, Friendlies, Youths, Play-offs. Let’s call them "Matches A".
- Those not all players can play: ITC, NT’s (official games + friendlies), City teams. Let’s call them "Matches B"
"Matches A" give a constant amount of experience - it doesn´t matter what your current experience is or what opponent you play against, all that matters is the amount of minutes you play. Other penalties, described in section "Penalties" also apply.
In "Matches B" an experience is divided into 2 parts:
1) Constant part - it´s a part (half or one third) of experience a player COULD get in a match and this part is always given to a player
2) Variable part - it´s the remaining part of experience (another half, or the remaining two thirds) and this part is reduced according to the average experience of all human players in match - if the average experience is "World Class" a player receives all experience available in "Variable part", if the average experience is "Good" (lvl 6), a player receives only 60% of "Variable part", if it´s "Bad" (lvl 3) - 30% and so on.
It´s important to understand that "Constant part" and "Variable part" are always calculated from the experience that a player COULD get in a match and this is not the same for all matches, let´s call this value "Full experience".
For ITC and City team matches "Full experience" is a constant value much like in "Matches A". This means that the "Constant part" is the same in all matches of the same competition (for example - all matches of main City teams give the same "Constant part" if a player does not get additional penalties for playing time). "Variable part" depends on average experience of all human players in a match - this effectively means that total experience gained in match depends solely on players participating in that match - if there are a lot of young players with low experience, the experience gained by player will not be high, and if there are a lot of players with high experience, the experience gained by player will probably be close to "Full experience" value.
For National team matches "Full experience" is not constant - it depends on the experience a player already has. Each NT match can give only a certain percentage of player´s current experience. To prevent unlimited growth of experience, the experience gains in NTs have a cap - a "Full experience" can never be higher than a preset value (different for each level of NTs). Now, since the "Full experience" is not a constant value, it means that experience gains get quite complicated in NTs. It works like this:
1) A maximum possible experience for a player is calculated. As it was explained before - it´s a percentage of player´s current experience capped at a certain level. This value becomes "Full experience" for that certain player
2) Half of this "Full experience" becomes a "Constant part" (it´s a half because "Constant part" and "Variable part" are split 50%-50% in NTs)
3) Another half of this "Full experience" is a "Variable part" and it is reduced according to average experience in a match - if the average experience is "World class", a player gets full "Variable part", if average experience is "passable" (lvl 5), player gets only half of "Variable part"
Clarifications
Average experience in match is calculated by using human controlled players only - this means that if human team 1 plays against a bot team 2 for example, only 11 human player from team 1 will be included in calculation and it will be the average experience of those 11 human players.
Penalties
There are some additional penalties on experience.
- Playing with match order "Avoid Getting Tired (AGT)" – YES, will only give 25% of the experience a player would get by set “No” or “Always play your best”.
- Goalkeepers playing as field players and regular players playing at the goal will only earn 25% of the full experience they would get in the match. This is valid for all kind of games but only in human controlled teams;
- The experience gained in a match is directly proportional to the number of minutes played in the match. Playing more than or exactly 60 minutes will give 100% experience; this means that playing from 60 to 90/120 minutes is the exactly the same regarding experience gains. Playing less than 60 minutes will cause experience penalties - the less you play, the less experience you´ll gain. This is valid in all kind of matches.
All these penalties are always applied after calculating what experience a player could get in match.
Experience calculation
Experience calculation rules:
Explanation of denominations
MT - Match Type - either A or B as explained previously
FE - Full Experience - defines whether full possible experience in a match is constant (CONST) or percentage of player´s current exp (%)
CP - Constant Part - defines how much of full experience is ´constant´
VP - Variable Part - defines how much of full experience is ´variable'
FRND - club friendly matches
YT - club youth team matches
LG - club league matches
CUP - club national cup matches
PO - club play-off matches
ITC - international club competition matches
CT U18 - city team U18 matches
CT U21 - city team U21 matches
CT - main city team matches
NT U18 - national team U18 matches
NT U21 - national team U21 matches
NT - main national team matches
The experience is calculated in this order:
1) FE (Full experience) is calculated first according to the rules described in the table above
2) If it´s "B" type match, the experience is further calculated like this: FE*CP + FE*VP*AE (AE stands for "Average experience" modifier for a match)
3) Additional penalties (AGT, playing out of position, playing less than 60 minutes) are applied if necessary
Examples
First of all - let´s set some values for an example. Please note, that all these values are here for explanation purposes only and it does not mean they are the ones used by the game.
Let´s say the full experience (FE) value a league game gives is 1 point
Let´s say the full experience (FE) value an ITC gives is 3 points
Let´s say the NT U21 match give 5% of player´s current experience when calculating the FE value and that the exp cap for NT U21 is 4 points
Match 1
Player 1 has 50 points of experience
Player 1 plays 90 minutes in league match in his position and with match order "avoid getting tired" set to "no"
He gets 1 point and has 51 points of experience after that
Match 2
Player 1 has 50 points of experience
Player 1 plays 45 minutes in ITC in his position and with match order "avoid getting tired" set to "no". Average experience in a match is "formidable"
It´s a B type match, so we have to calculate the experience like this FE*CP + FE*VP*AE.
FE (full experience) is 3 as we defined before
CP is 33.33%
VP is 66.67%
AE is 90% (Average experience is formidable - lvl 9, that means a player gets 90% of variable part)
3*0.3333 + 3*0.6667*0.9 = 2.8 points
Player has played only 45 minutes, so his experience is reduced further - 2.8 * 45 / 60 = 2.1 points <- this is the final number
Match 3
Player 1 has 50 points of experience
Player 2 has 100 points of experience
Both play 90 minutes in U21 in their position and with match order "avoid getting tired" set to "no". Average experience in a match is ´low´
First we have to calculate the "Full experience" value for both players.
For player 1 it´s 5% of 50 which is 2.5 points
For player 2 it´s 5% of 100 which is 5 points. It´s higher than the experience cap we have defined for U21 matches and that´s why this value is reduced to the cap - 4
It´s a B type match, so we have to calculate the experience like this FE*CP + FE*VP*AE.
FE (full experience) - we´ve just calculated this value for both players and it´s different for each of them
CP is 50%
VP is 50%
AE is 40% (Average experience is low - lvl 4, that means a player gets 40% of variable part)
Player 1 gets 2.5*0.5 + 2.5*0.5*0.4 = 1.75 points
Player 2 gets 4*0.5 + 4*0.5*0.4 = 2.8 points
Neither of them get additional penalties
Experience in different competitions
This is ranking of maximum possible experience in every kind of matches starting from the lower XP bonus to the highest. Of course, due to "Constant experience + variable experience" calculations, the real values can be quite different
- Friendlies | Playoffs | Youth | League | Cup
- Cities U18
- Cities U21
- Cities Main | U18 National Teams (equal)
- ITC
- U21 National Teams
- Main National Teams
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- 1. Introduction
- 2. FootStar requirements
- 3. Registration, activation and character selection
- 4. User interface
- 5. Players
- 6. First steps, team selection and contract
- 7. Skills
- 8. Training
- 9. Mental skills and talents
- 10. Morale, adaptability and experience
- 11. Player relationship
- 12. Match day
- 13. Cities and Trips
- 14. Companies and Agencies
- 15. Teams
- 16. Team management
- 17. Transfers
- 18. Competitions for clubs
- 19. International competitions for NTs and CTs
- 20. Player Awards
- 21. National Federations
- 22. Foobbuteo PvP
- 23. Instant Matches and Campaigns
- 24. Community
- 25. Administration and Denominations
- 26. Behaviour