SFLSL Rules

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SFLSL Rules

This is a specific page for the SFLSL league of SOS-SOCCER-MANAGER divided into sessions. Each manager submits lineup order instructions online for each sessions, and the commissioner ('Commish') then resolves the matches using the Online software which determines the scores and the effects of the sessions on each manager's club.

Player values and Auctions

Start of season 27
Age/SL Value (Normal)
0/7 500k
0/8 600k
0/10 800k
1/10 300k
1/13 450k
1/16 900k
2/13 300k
2/16 500k
2/20 800k
3/16 300k
3/25 1000k
4/20 400k
4/25 700k
4/30 1000k
5/20 300k
5/25 500k
5/30 700k
Average price @ auction
Age/SL Value (Normal) Value (Multi)
1/11 290 406
1/12 318 477
1/13 413 515
1/14 466 631
1/15 574 842
1/16 592 708
2/14 283 404
2/15 353 417
2/16 345 401
2/17 356 468
2/18 442 478
2/19 476 563
3/18 370 370
3/19 380 571
3/20 463 510
3/12 437 522
3/22 453
3/23 470 412
4/19 362 415
4/20 394 467
4/21 436 382
4/22 405 545
4/23 464 530
4/24 495 507
5/23 464 543
5/24 492 499
5/25 517 611
5/26 564 607
5/27 572 605

Player Value rough GUIDE as . Assume all players have PU of 0. As season progresses, values of older players may reduce especially leading up to mid-season aging skill level loss. Below left are actual prices paid at auctions on average, As a comparison on the right at START of season 27 (summer 2011). GK: add 10% to these values. Multipositional SD, DM, MA, UT add 20%.

There will be 5 auctions per season now with a mix of players and/or resources.

Auction player Skill Levels for S31 onwards:

  • Age 0: SL range 6 > 10
  • Age 1: SL range 11 > 16
  • Age 2: SL range 14 > 19
  • Age 3: SL range 18 > 23
  • Age 4: SL range 19 > 25
  • Age 5: SL range 23 > 28

50 CP and 50 TP is the maximum that can be held by any one team at any time. This includes pre-season team orders,

Pre-season CP costs

  • 20 CP costs 500k
  • extra CP cost 50k each max 60.
  • TP 30 FREE extra costs 80k each
  • TP 33 FREE Div 2 .

Healthy budgeting

Try plan a budget from gate receipts and top up with participation bonuses from blog and journals. in).

To clarify a common question: un-used CP or TP will carry over to new season as normal.

No loans are permitted, and this includes loaning resources as happened in season 23.

Squad size and related rules

Squads are 18 - 25 players. Any team found with less than 18 players will have 24 hours to resolve via a trade or have an apprentice added by the Commish at normal cost.

18 players minimum is to help prevent the software crashing if injuries or suspensions pile up. If a team cannot put 11 valid players on the field, the manager may ask the Commish to add three age 8 sl 1 players as squad fillers for the cost of 25k (this rule added after QP could not field a team for playoff match end of season 23 and trade window was closed). SL0 players need be retired.

A team MUST start match with 11 players. If this does not happen for any reason (e.g. NMR program cannot field a valid lineup due to low EL) then the team loses the gate receipts from that match. The only exception is if a software bug causes the issue.

Player suspensions carry forward to new season, although DP is wiped clean to zero at start of a new season. This was from a 20:12 vote in favour January 2010.

Expansion Team

  • Age SL
  • 0 SL 5 SL 10
  • 1 SL10 SL 15
  • 2 SL10 SL10 SL 15 SL 15
  • 3 SL 15 SL 15 SL 20 SL 25
  • 4 SL10 SL 15 SL 20 SL 23
  • 5 SL 5 SL 20

Morale bonus

Will be earned for following season to be as follows:

  • Div 1, 1st: 0.25 morale bonus
  • Div 1, 2nd: 0.20 morale bonus
  • Div 1, 3rd: 0.15 morale bonus
  • Div 1, 4th: 0.10 morale bonus
  • Div 2, 1st: 0.15 morale bonus
  • Div 2, 2nd: 0.10 morale bonus
  • Dowson Cup Winner: 0.15 morale bonus
  • Dowson Cup Runner-up: 0.10 morale bonus
  • Semi Finalists 0.07
  • SFLSL Cup Winner: 0.15 morale bonus
  • SFLSL Cup Runner-up: 0.10 morale bonus
  • Semi Finalists 0.07
  • Dowson Plate Winner 0.08
  • Runner Up 0.06
  • Semi Finalists 0.05

Morale reminder

Morale bonus re-set and applied at start of each season (maximum bonus 0.3), while normal team morale carries forward each season with minimum starting morale 0.5

MVP reminder

MVP are reset at start of each season.

NMR reminder

3 NMR's per season and a replacement manager will be brought in unless exceptional circumstances are notified to Commish. If you are going to be busy with family or working away from home, a quick email to commish asking for a caretaker manager to cover your lineups is a good option. We need minimise NMR's to try keep SFLSL competitive.

Participation reminder

3 Journal Press Releases are expected by each manager each season to enhance the SFLSL community. Exceptions may be made for foreign language managers or exceptionally busy managers with family/work.

Captain Change rule reminder

NO captain change allowed during season,

Robin Hood rule reminder

No team can have more than 4,000k at end of season. More details below.

Physio Boost rule reminder

A player on -8 or worse EL can get a Physio Boost of +8EL at cost of 80k. See Physio rules below

MAX SL

The Max SL function works like this:

Each player is assigned a Max SL which is their "potential". They cannot be CP/TP'd above that SL.

This is a hidden field and has a range of 21 to 35. Teams can pay for scouting reports to get an idea of what the player's Max SL is.

Scouting reports vary in cost (commish configurable), but here's an example:

An Excellent Scouting Report will result in a MaxSL returned that is equal to or +/- 1 of the MaxSL of the player scouted. Currently set at 20k

A Very Good Report will result in a MaxSL returned that is equal to or +/- 2 of the MaxSL of the player scouted. Currently set at 10k

A Good Report will result in a MaxSL returned that is equal to or +/- 3 of the MaxSL of the player scouted. Currently set at 5k


To scout a player use the Transactions tab on the SFLSL website and then the Scout button. If a player is CP/TP 'd in a game and they are at their Max SL then they will not be CP/TP'd and nothing will show up in the match report. If you ordered CP/TP for a player and nothing happens then, barring a software bug, the player is at his maxSL

SFLSL Officers

Current Officers

Duties Officer
Comissioner Colin Scott
Press Officer Stewart Miller
Assistant Commish Roy Rolsten
TB Allocation Steve Turner
Extra Assistant Dan Fitzgerald

Officer Duties

  • The 'Commish' is responsible for running the league matches and the league as a whole. Commish has right to reverse any one-sided or poor trades. Commish will edit or delete offending Blog or Journals and may fine managers. Please read Benign Dictatorship section for more on Commish.
  • Press Officer will award Participation Bonus based on Press Releases posted on the Blog and Journal, 50k is the maximum award for Participation Bonus a week.
  • All changes will be voted on by League managers . Commish has the casting vote

Helper rewards

These will be paid end of-season:

  • Press Officer  : 50k
  • TB Allocation 20k
  • Extra Assistant 50k

Website

Almost all functions of the game have been automated on the website. This was implemented around season 16 onwards and SFLSL is indebted to Olmec creator Allan Sellers and Olmecfm guru Graham McDermott.

Orders are submitted online, trades are completed online, and interaction with other managers is possible on the blog, journal and match comments. It is possible to communicate with other managers by email or better still via team INBOX option. This is commonly done for trade discussions, as well as banter.

Informal voting polls are often put on the website, as well as end of season Manager of the Season voting.

SFLSL Forum

Currently unavailable

Under-performing

If a manager is seriously under-achieving with a team that should be going for glory, then that teams CHAIRMAN (Commissioner) may give him a warning and expect things to improve. This is normally done on the forum as a bit of fun (initially) to gee up a de-motivated manager.

Roll of Champions

Can be found [[ Roll of Champions here>[1]

Structure of a Season

SFLSL has Cup competitions and the League. The season starts with the SFLSL Cup and ends with the Promotion/Relegation Playoffs. The commish will publish the fixture schedule at the beginning of the season.

DRAFT

A draft was instituted into the League during the off-season before Season 2. Each team will gain 3 player through the Draft Draft Picks can be traded or sold.

  • Draft Players have no trade ban
*   Pick 1 player from the list available
 *  Teams pick in order from Previous season standings ;Bottom of the league to Top of the League.

2nd Round BLIND DRAFT

The remaining 68 players are re-numbered and put in groups; age & SL is hidden, managers have 2 picks in this round. There is no trade ban on these players.

Draft Order

The order that the managers have to pick in is based on Final league position.

   16th to 5th in Div 2 will go first
   2 Automatic Relegated teams go next
   Playoff losers go next
   Play-off Winners will go next followed by 2 promoted teams from Div 2
   12th to 1st in Div 1 will then go next

Tactical Formulae

GP - SW GP - DF DEF - SW DEF - DF DEF - MF DEF - OTF OFF - SW OFF - DF OFF - MF OFF - WG OFF - FW OFF - OTF
B 0.75 0.25 1 0.5 0.75 0.75 0 0.25 0.75 1.25 1 2
C 0.75 0.25 1 1 0.5 1.5 0.25 0.25 0.5 1.25 1 2
E 1 0.5 1 1 0.5 0 0 0.25 0.5 1.75 1 0
L 1 0.5 1 1 0.5 0 0 0.25 0.5 1.25 1.25 0
N 1 0.5 1 1 0.5 1 0 0.25 0.75 1.25 1 1
O 0.75 0.5 1 1 0.75 1.5 0.25 0.25 0.5 1.25 1 0
P 0.75 0.25 1 0.75 0.25 0 0 0.5 1 1.25 1 2
S 1 0.5 1 1 1 2 0 0 0.25 1.25 1 0

Other formula tweaks In the standard Olmec settings the Ball Control special OTF bonus is set to (OTF + 5)/4 * number of extra MFs as a bonus. This is set in SESL to (2*OTF + 5)/4 * number of extra MFs.

Physio Boost

The Idea of using a physio is to reduce the "down time" of a player. A 2 game session adds +8EL to a player, and ‚Physio Boost‚ will also add an additional +8EL so the recovery time is effectively halved. Player must be on a -8 or worse EL rating at the start of a session before ‚Physio Boost‚ can be used. So for a cost of 80k the player will get an extra EL Boost of +8 at the end of a session. 1 player per team per session allowed. A one game session will only add +4 at a cost of 40k. . Manager must post on Blog his wish to use ‚Physio Boost‚ on 1 specified player BEFORE that weeks session kicks off.

League

The League consists of 2 Divisions (Div) of 16 teams playing the other teams in their division twice (once at home and once away). The Champions are the team that finishes with the most points at the end of the 30 game league campaign in Div 1. With Division winners being the team top of their respective divisions.

1st Division

  • All 1st Division game revenues will give each team an extra 25k per game.
  • 15th to 16th relegated to Div 2.
  • 13th and 14th into relegation Playoffs.

2nd Division

  • 1st to 2nd promoted to Div 1
  • 3th and 4th into promotion Playoffs.

Standings

Clubs are ranked in the League Divisions and the SFLSL Cup Group primarily by the number of points (Pts) they earn. Clubs earn 3 Pts per win and 1 Pt per draw. Clubs with equal Pts shall have that tie broken using the following criteria (in order):

  • Goal Differential
  • Total Goals Scored
  • Head To Head Record
  • Most Goals Scored in Head To Head Play
  • Games Won
  • Goals scored @ home
  • Home matches Won
  • Leading Goal scorer
  • Flip of a coin

Playoffs

AT THE END OF SEASON

There will be 2 play-off games (90 minutes at Neutral venues then PK shoot-out if tied)

 *  3rd place in Division 2... plays 14th in Div1...winner promoted
 *  4th place in Division 2... plays 13th in Div1... winner promote

Robin Hood

Healthy budgeting is one thing, but no team may have more than 4,000K in their team bank at end of season. If a team goes above this limit, then the excess money is given manually by the Commish to the bottom teams in Division 2. This is known as the Robin Hood rule where the rich give to the poor! Managers whose team bank exceedes 4000k+ will have 7 days following the last league match to reduce their balance.

Negative bank balance should be resolved by a manager with Blog and Journals and trading away resources within a week of the debt.

The Cups

The two Cups in SFLSL are the Dowson Cup and the SFLSL Cup Each team is guaranteed at least two games in the Dowson Cup. Each team is guaranteed at least six games in the SFLSL Cup Note: No EL boost for knocked out teams not playing

SFLSL Cup

SFLSL Cup is a knock out cup, played over 2 legs, home and away. in the 1st round of group games.

Preliminary round

The Cup starts with a group stage.

Knockout Stages

Seeded format to favour teams that finished well in the Group Stage.

   The Draw also keeps teams from the same group mostly apart, with only 1 other on your side of the draw.
   Random Draw for the Semi/ Final fixtures
   KO. matches are played on Neutral Grounds.

2nd Round

  • A1 v C2
  • B1 v D2
  • C1 v A2
  • D1 v B2
  • E1 v H2
  • F1 v G2
  • G1 v E2
  • H1 v F2
  • .......
  • A1 v D2
  • C1 v B2
  • E1 v G2
  • G1 v F2
  • .......

Semi & Final random draw

Dowson Cup & Plate

This is a KO. cup played over 2 legs .All fixtures are random draws . To Qualify for Cup .The top 8 teams in Div 1 & 2 will qualify

The remaining 16 teams will play in the Plate , and receive 150k compensation .

LINEUPS

Lineup Creation Orders should be created using the online Lineup, Team Tactics and Player Tactics pages and reviewed on Review Orders page.

Choose players, Players’ position and aggression for all 16 players for your match. The effective SL will be shown for each player as well as the total for each position Area Ratings. On the right it will give the GP, DEF and OFF for each tactic.


Note this does not include the 0.05 bonus per player for WGs nor any bonuses for the opposition tactic.


If a player is listed to play and has an EL of less than zero, or is suspended the program will automatically sub him before the game. See rules on Substitutes including automatic pre-match subs and their effects.


Restrictions on lineups (READ CAREFULLY!!)


The following player restrictions apply to team lineups, both at the start of the game and then at every minute in the game after kick-off.


Restrictions on GKs

   There must be exactly one GK
   GKs may play passive, normal, dirty, or aggressive but always stop shots as if they are playing normal.
   If a GK is sent off, and less than 3 subs have been used, then the highest SL player-as-a-GK will go in goal.
       If he is a sub then the lowest effective SL MF/WG/FW will go off.
       If the new GK is already on the pitch then he will reposition to GK.


Restrictions on SWs There may be at most one SW.


Restrictions on DFs and MFs

   You must play between 2 to 7 DF and 2 to 5 MF players at all times.
   You must not play more than 7 DF's and SW combined at the same time.


Restrictions on WGs and FWs

   You may play between 0 and 2 WGs in a match.
   You may play between 1 and 4 FWs in a match.
   You may not play more than 4 players in the attacking line of WGs and FWs


Restrictions on Substitutes

   Substitutes
   In the course of a match, up to three substitutes may enter to replace players.
   When a player leaves the match, a substitute enters the match.
   The software currently requires 5 choices for substitutes.
   In the case of an injury the program will make an automatic substitute for the appropriate position if you have used less than 3 subs. 
   Note that subs may have conditionals, though any player conditional will only be evaluated if the player is on the pitch.
   If a player is ineligible to start a match due to lack of EL the program uses a substitute in his place.  This is done prior to kickoff and does not count' towards the 3 subs allowed.
   In addition if a player is suspended, but listed as a starter he will automatically be replaced by a substitute prior to the start of the match.  This does count as one of your 3 match subs


Note that if your lineup does not fall within these min/max rules, the program will adjust your lineup Team Tactics and their effects


There are team tactics that a manager can employ, which may suit the team's playing staff or be geared to a specific situation. These tactics can alter the above OFF/DEF/GP formulae, if applied by either manager. Read this section and the next very carefully! A manager may use no more than one of these tactics at any one time, and does not have to use any of them (except at least Normal)!


Managers have the choice between playing one of eight possible overall match tactics to create GP, DEF and OFF. Each has its good and bad points. From the most defensive to the most aggressive the tactics are:


STALL

The team is hardly trying at all to score, and is simply defending the goal as much as possible. If you have no hope of winning a match, or are desperate to hold on to a 1-0 lead, Stall is often the best option. Against a better team you may get a draw, or at least not suffer a slew of goals against you. A Stall team would rather kick the ball into the stands than upfield.


OPPORTUNISTIC

The team is still defensive, but tries to make a few counterattacks to score. This may seem like a weaker version of the Stall tactic, but in fact against some of the more aggressive tactics and teams, Opportunistic may have just enough of a bite to overall improve the defence against them. Opportunistic is the one tactic where having a very high SL SW is worth the investment as even the SWs get to create some OFF.


COUNTER ATTACK



NORMAL

A balanced approach with an even attack and defence. If you have no special plan, Normal is usually a okay option. There are no real weaknesses to Normal, and likewise no real advantages. "Simple" soccer is sometimes the best plan of all.


LONGBALL

Slightly more aggressive than Normal but not much. A good tactic if you have a weak midfield and a few solid FWs on your team. Suffers a little against teams with SWs, but usually has a good shots taken to goals scored ratio with good FWs. If you plan to play Longball often, investing in OTF is a waste of time. Use that extra CP to create 1-2 really standout FWs, or shore up the DF line.


EARLY CROSS

This is a modified Longball Tactic. Like Longball Early Cross ignores the MF area for 2:1 rules, but instead of firing balls upfield "up the middle" it fires balls upfield "out wide" with the aim of quickly spreading defences, and constantly making quick crosses into the box for volleys and headers. This requires a pair of standout WGs to make work, and can produce awesome OFF production, but is weakened more than any other tactic by marking. Also could do with a good FW in the middle to collect crosses and score.


BALL CONTROL

An openly aggressive tactic that requires a heavy duty midfield, enough DF SL to push the ball into the MF area, and as high an OTF as possible. Even with all that, Ball Control can be awfully wide open at the back. A Ball Control team tries to keep hold of possession, but rather than using clever 1 on 1 skills, they tend to use physical play, and create a Wall of Force across the middle of the field. Also all that MF and DF development doesn’t leave much for FW and GK training and coaching. Ball Control teams could in theory have both a solid defence and a crushing offence, but it seems to require an extra 40+ SL MINIMUM advantage over the opponent to get away with it. The weakness at the back and in goal will likely bring them up short in the final analysis against the best. This is probably the least used tactic of all due to its difficult nature.


PRESS

The most aggressive tactic of all. Press throws everyone forward in an attempt to score, and as a result is wide open at the back. Pressing against anything other than a team playing a defensive tactic is usually a recipe for disaster as your defensive weakness can outweigh your offence strength. Press is actually safest with a lot of SL at DF and a high OTF in a "back attack" formation. This style against even a superb Stall can break through and score, while having enough of a defence to shut out the other team. Otherwise unless you have a 30-40 SL advantage over the other team, pressing is not a good option.

Awards

These have been tweaked slightly from the start of , 2019

Vacant

Golden Boot

  • Golden Boot 120k


Golden Gloves

  • Golden Gloves 100k


Other Awards (per division)

  • Fair Play Team Award 100k
  • Man of the Match" award for each division receive 75k each.

TEAMS

  • Finalist of both, SFLSL Cup and McBride cup , will receive 1 OTF
  • The winners of each Division will receive 1 OTF

OTHER

Blow Out

To discourage managers from fielding lineups that are too weak, whenever a club loses by 6 or more goals and their average total SL over 90 minutes is less than 50% of their team's total SL, that club is said to have been "blown out".


Out of position and aggression is not figured, just the player's actual Skill Level. In addition, in calculating the team total SL, ONLY players who are at EL 0 or higher and NOT suspended will be counted. Injured/suspended players will not be considered as those players could not play in the match anyway.

Blowout Effect

The team that suffers a blowout is fined 120k


During a cup match,

   if a 1st Division team wins by blowout over a 2nd Division team where the 2nd division team plays a minimum of 40% then the 2nd Division team loses Zero.



All other blowouts cost 120k to the losing side. A manager may lodge an appeal against a Blowout fine if he considers it to be unfair. This will be reviewed by an appointed committee(3) and their decision is final. Any manager who is considered to have deliberately fielded a weak team in an attempt not to win a match , may be subject to a blowout fine.

Training Bonus

This is a management tool which permits managers to make adjustments to the Team/Squad. All managers will receive 3 Free TB at the start of the season . IT is possible to purchase a further 7 during the season , max usage 10 in a season . Sadly costs will be £$ 1 per TB . This is not a money making scheme , mainly to raise funds towards the cost of the website and maintain our status as a FREE game . It is NOT compulsory to purchase any extra TB , just use your 3 free ones.

RULES

At the start of the season all managers will be given 3 free "Training Bonus" .

During the season a manager may purchase up to 2 more "Training Bonus (max 10 for the season) for Cash £/$/ etc

MAX number of TB to be used in a season is 10

You can have more but only use 20 .

Training Bonus can NOT be purchased after session 23

TB can only be used on a player who has played 45mins in one of his previous 2 games. (injuries excluded)

Training Bonus can be converted as follows.

  • 1TB = 1 cp
  • 1TB= 1 tp
  • 1TB = 1 OTF
  • 1TB = 6 EL ( on single player, I per session)
  • 1TB = 1SL (can only be used on player 24SL or less)
  • 1TB = captain and name changes for players
  • 1TB = change player position (one player per season)

Training Bonus can be traded between managers (using Blog)

Use of Training Bonus ..must be posted on Notepad 24 hrs prior to session ( only 1 Training Bonus can be used per session )

Purchase of extra Training Bonus ..made through inbox to Robin/Leon/Mark.C.


AGEING

AGE SL = 1 2 3 4 5 6 7 8 9 10 20+ 30+
0 0 0 0 0 0 0 0 0 0 0 0 1
1 0 0 0 0 0 0 0 0 0 0 1 2
2 0 0 0 0 0 0 0 0 0 1 2 3
3 0 0 0 0 0 1 1 1 1 2 3 4
4 0 0 0 1 1 1 2 2 2 3 4 5
5 0 0 0 1 1 2 2 3 3 4 5 6
6 0 0 1 1 2 2 3 3 4 5 6 7
7 0 1 1 2 2 3 3 4 5 6 7 8