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Old 08-07-2015, 12:28 AM   #92
Brian Swartz
Grizzled Veteran
 
Join Date: May 2006
My minimum goal for Anil Mehul going into the 2040 season is to be one of the Top 8 who make the World Tour Finals. The semifinal run at the USO, specifically knocking off Mick Elder in particular, really showed that his time has now come. Beyond that though, how much can we really expect? I decided to take a more in-depth look at the top players and what to expect from them, working out on overall rating. As I did this, I also thought it might perhaps be useful to explain the various aspects of a player's abilities more, particularly since we have a few who are playing the game reading my musings. This post will detail that breakdown so for anyone interested in the results of my universe but not the technical analysis, feel free to skip the rest of this . Most of this is in the game documentation but some is either not explained all that well or not synthesized in a way that, at least to me, makes sense.

Aging Factor -- All players have somewhere from 95% to 105% -- the lower end will result in a longer 'prime' as a professional, but players will not be as good as juniors and will not be able to train as much. Overall, less is better in terms of great pros which is what I focus on. Mehul is 95%, Girsh 96%, Mooljee 97% so my players are all on that end of the scale, quite intentionally. Most of the Top 10 is as well. Perry Hogue is a notable exception; he's about to turn 26 which isn't that old at all -- Mehul will probably hit his peak about then -- but I note him as a player in decline because he has a 103%(hence the meteoric label). Generally speaking junior #1 will have a 103% or more. A great example in my universe is a dominant junior between Alastra and Benda in age, Lubos Nedved. He is now almost 27, and basically won everything in juniors as a 17 and 18-year old and terrorized up-and-coming players(including Mehul) for a few years after that. He won the last five junior grand slams he was eligible for, but as a pro he has won just a pair of 250-level events and nothing higher, peaking at 19th and now 28th in the world and declining. Hogue is obviously a better version of this but he was never going to be a top player for long.

Age % -- This can be confused with aging factor but is not the same thing. This describes where a player is in their development, and is a multiplier that determines their actual ability at the time. For example, Mooljee has a raw ability of a little over 2.0 in skill, but because he's a young player, age % is only 68% and so he plays at a level of 1.4 instead. Skill, service, speed, strength, and endurance(twice, i.e. multiplied by 68% or whatever twice instead of once) are all affected by Age %, but the other abilities(mentality, doubles, talent, etc.) are not.

Static Attributes

These do not change throughout a player's career. They do not improve or decline with age, and they cannot be trained. They simply are -- a player is either good at them, or they are not, as a natural ability or lack thereof.

Talent -- Every player gains experience points, to be used in improving trainable skills(below) on a daily basis. It is the same amount every day. Mooljee(4.7) gets 31 xp per day, Manohar(2.0) gets 20 xp per day, etc. For particularly young and old players, this is especially important since they can't practice as much, meaning a higher proportion of their experience comes from their natural affinity or talent for the sport.

Mentality -- 'Clutch' ability that is used on important points, game points, break points, match points, etc.

Home Advantage -- Bonus given to players in front of their home crowd. This is largest in small events, and smallest in bigger ones: it disappears completely as a non-factor in Slams. I note it here only because it's there, but really it has a quite minor impact on the game. All else being equal I will play junior/future events in a player's home country, but of course all else is rarely equal and by the time you reach the level where it's really important to win, this virtually doesn't matter anymore .


Variable Attributes

All other attributes change based on a player's natural development curve(i.e., their age % which depends on the aging factor). The ones listed in this section cannot be trained either.

Endurance -- As I've mentioned, this is in my opinion the single most important attribute of a player. It defines how much a player can practice before become too tired to benefit from it. The formula here is simple: points played divided by endurance equals fatigue. I.e., a match with 100 points(for simplicity) and a player with 2.0 endurance will result in 50 fatigue. Above 500 fatigue performance penalties set in very quickly, so overworking a player beyond a certain point is just counterproductive. Since age % is divided in twice here, endurance both improves and declines much faster than anything else. This makes it doubly important to take advantadge of the 2-3 year 'physical peak' at which a player is at their maximum endurance(Girsh is about in the middle of this right now for me). That period is where trainers really shine, since these players can't play enough practice matches at that point to use up all of their fatigue allotment.

Strength -- Added directly to a player's skill to determine their playing ability in matches, but at a 20% rate(i.e., divided by five).

Speed -- The admin mentioned some years back that speed is a more complicated matter than strength, and never released the formula for it's effect. They said it was probably about the same impact as strength, but a number of players have mentioned they think strength is actually more effective in their players. It is generally thought to have the most impact on return of serve, but this is purely a logic-based conjecture.


Trainable Attributes

I've referred to these as the 'technical abilities/skills' at times. These are what I, as a manager, can improve using the experience points saved up via talent, matches, and training sessions.

Skill -- Basic rally ability of a player. This is used in all points, and is affected by age % as well.

Serve -- A player's serve ability is added to skill when they are the server. I.e, a player with 4.0 skill and 3.0 serve would have a base ability of 4.0 when returning, 7.0 when serving(before adding in speed/strength/mentality/etc. affects). Serve is also affected by age %.

Doubles -- Doubles is added to Skill in doubles matches, and(obviously) not used in singles. Importantly, it is not affected by age %, unlike the other trainable attributes.

Since Skill is always used but Serve only when serving, it is sensible and pretty much universally practiced to train Skill at least somewhat more.

Ok, so that's pretty much everything I know about the player attributes, all of which is a setup for:


Bryan's Overall Player Rating Formula

** Skill +
** 50% of Serve(again, since it's used half the time) +
** 40% of Mentality(a guess on it's importance, this is a matter of personal taste and the magnitude of the effect has not been publicly defined. Based on what I've seen this is a reasonable guess in my opinion. It may be a bit high but I don't think by much if it is) +
** 20% of Strength(official) +
** 20% of Speed(official estimate)

There are other matters such as a player's bonuses on the four surfaces, bonus or penalty depending on their form, and so on but all of these are completely within the control of the manager to properly prepare their player for success. The rating here is meant to simply describe the overall ability of a player at a given point in their career, to which good/mediocre/bad player management will add it's attendant effects.

Last edited by Brian Swartz : 08-07-2015 at 12:29 AM.
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