Preference & Traits

Preferences

The introduction of player Preferences sees the match engine (apparently) recognising these different attributes as each ball is bowled. 
As with all Preferences – “the effect is a little, not a lot”.

  • Favours RH Bowlers – these batsmen will perform slightly higher against RH bowlers, and to a much lesser extent slightly lower against LH bowlers.
  • Favours LH Bowlers – these batsmen will perform slightly higher against LH bowlers, and to a much lesser extent slightly lower against RH bowlers.
  • Favours RH Batters – these bowlers will perform slightly higher against RH batsmen, and to a much lesser extent slightly lower against LH batsmen.
  • Favours LH Batters – these bowlers will perform slightly higher against LH batsmen, and to a much lesser extent slightly lower against RH batsmen.
  • Favours F Bowling – these batsmen will perform slightly higher against F bowlers, and to a much lesser extent slightly lower against other bowling types.
  • Favours FM Bowling – these batsmen will perform slightly higher against FM bowlers, and to a much lesser extent slightly lower against other bowling types.
  • Favours M Bowling – these batsmen will perform slightly higher against M bowlers, and to a much lesser extent slightly lower against other bowling types.
  • Favours Slow Bowling – these batsmen will perform slightly higher against Slow bowlers, and to a much lesser extent slightly lower against other bowling types.
  • Favours Slow Pitches – these players will perform slightly higher on slow pitches, and to a much lesser extent slightly lower on other pitch types.
  • Favours Hard and Fast Pitches – these players will perform slightly higher on Hard and Fast pitches, and to a much lesser extent slightly lower on other pitch types.
  • Favours Green Pitches – these players will perform slightly higher on Green pitches, and to a much lesser extent slightly lower on other pitch types.
  • Favours Uneven Pitches – these players will perform slightly higher on Uneven pitches, and to a much lesser extent slightly lower on other pitch types.
  • Favours Cracked Pitches – these players will perform slightly higher on Cracked pitches, and to a much lesser extent slightly lower on other pitch types.
  • Favours Flat Pitches – these players will perform slightly higher on Flat pitches, and to a much lesser extent slightly lower on other pitch types.
  • Favours Dusty Pitches – these players will perform slightly higher on Dusty pitches, and to a much lesser extent slightly lower on other pitch types.

Traits

The introduction of player Traits sees the match engine (apparently) recognising these different attributes during matches as well as various tiny impacts on crowd numbers, team morale, training and player wages. 
As with all Traits – “the effect is a little, not a lot”.

  • BT20 Specialist – these players will perform slightly higher in BT20 matches performances in other matches is unaltered.
  • OD Specialist – these players will perform slightly higher in OD matches performances in other matches is unaltered.
  • FC Specialist – these players will perform slightly higher in FC matches performances in other matches is unaltered.
  • Finisher – these batsmen or bowlers will perform at a slightly higher level in the last 10 overs of OD games & the last 4 overs of BT20 games.
  • Partnership Breaker – when these players are introduced into the bowling attack, and there is a partnership of 50 runs or more in a OD or BT20 match, or 100 runs or more in a FC match, then they have a greater chance of getting a wicket in their first 3 overs.
  • Gap Finder – these batsmen have a tendency to find the gaps and as such have a greater chance of scoring 2s or 3s.
  • Good Eye – these batsmen have the ability to pick up bad balls earlier and dispatch them to the boundary. This will give a much higher advantage against poor bowlers rather than good bowlers.
  • Killer Instinct – these bowlers are much more deadly against tailenders. They have a tendency to get them out quicker, as well as batsmen who have been struggling to score runs.
  • Committed – really puts 100% effort in through out the game and barely sees any in game performance loss, but will have a slightly higher post match PFL loss.
  • Lazy – rarely puts 100% effort in throughout the game and sees a slight higher in game performance loss, but will have a lower post match PFL loss.
  • Strike Controller – these batsmen will be better at trying and give away the strike to higher skilled batsmen early in the over, and retaining it late in an over. And vice versa when batting with lower skilled batsmen.
  • Cheetah – these batsmen have a slightly greater chance of running an extra run when at the wicket, but also a slightly higher chance of running their partner out.
  • Quick Learner – these players natural ability to analyse and absorb information when being trained allows them to improve their primary skills at a slightly faster rate than normal until they reach quality.
  • Mastermind – these players ability to remain focussed during training allows them to increase their secondary skills at a slightly fast rather than normal up to quality.
  • Famous – when this player is in your starting XI, attendance will be increased 5% when playing at home and 2% when playing away. This is not a cumulative effect, i.e. having two or three famous players will only have the same effect as having one. Unfortunately, after the player has been with your club for more than 16 weeks, he will demand an extra 2% wage increase on any natural increases accrued via training each season.*
    As these players are so scarce yet so valuable a Famous Player Alliance has been set up to help managers get hold of them. 
  • Loyal – this player has always wanted to play for one club, and establish himself as a long standing player. His wage demands will be reduced by 2% from their anticipated wages at the start of every season. 
  • Party Animal – When these players are in the starting XI, the impact on morale of any loss will be lessened and when you win, the increase will be higher. However, if the team wins, particularly on a GFI, then there is a slightly larger increase on the PFL hit each player takes as the player takes the team out afterwards till the early hours of the morning. The effect of Party Animals on morale and pfl does appear to have a cumulative effect, i.e. the more in the team the more impact on morale.
    Also of high value Party Animals can be traded in the Famous Player Alliance.

*Explanation of the Famous player wage increase:
You bought a Famous player in week one of Season X.
You trained him up in that first 16 weeks and his natural wage increase went up as any other player would at the start of Season X+1. To keep this example simple let’s say from £500 to £1000.
In Season X+1 you trained him up further. His wage increased due to that training from £1000 to £2020 at the start of Season X+2.
£20 of that £1020 increase was the 2% extra demanded for being a Famous player whose wage has increased after having been at your club for at least 16 weeks. (A non-famous player’s wage would only have gone up to £2000 in this example).
That new wage of £2020 remains for the rest of his career until his skill levels begin diminishing due to age (except of course if he is trained further in subsequent seasons, in which case the process repeats for further wage increases).