标题: 推荐个足球经理游戏(footballarena)
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发表于 2008-4-13 00:30  资料  个人空间  短消息 

七月爱的承诺  《部落战争》S2官方携手玩家共赴灾区  慷慨解囊
推荐个足球经理游戏(footballarena)


地址:www.footballarena.org
友情提示:1.游戏在中国刚刚起步,为了我国足球迅速崛起,期待你的加入
               2.游戏大部分内容进行了汉化,不过解说方面还有一部分捷克语不太好翻译,所以还处于中英捷三语状态。帮助文件没有在游戏里翻译,不过blu3leaf大大已经进行了翻译,后面给转过来
               3.一般周末不会发号,似乎是GM为了避免新玩家不能及时排阵,所以注册就在平时注册,不要在周末
               4.帮助说明里还翻译了一段关于训练的,不过由于刚刚更改了训练,所以就不转过来了

下面是从梦境转来的游戏帮助,特别鸣谢梦境大大blu3leaf,虽然上上周刚刚赢了你吧

[ 本帖最后由 ruler_by 于 2008-4-13 00:34 编辑 ]

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发表于 2008-4-13 00:31  资料  个人空间  短消息 

Important
重要


First of all we want to inform you about the possibility of deleting your team from the game. To lose a team is nothing pleasant and therefore everybody should know what is and what is not allowed to do in this game.
首先我们要通知您关于从游戏中删除您的队伍的可能性。失去一个球队是很不高兴的事,因此每个人都应该知道在游戏中什么该做什么不该做。
The team can be deleted for these reasons
                队伍可能会因以下原因被删除
•        Playing for more than one team. Logging to another teams.
•        操纵一支以上的球队进行游戏,或登录其他队伍
•        Not logging into the team in 4 days after registration.
•        注册4天后未登录的球队。
•        Not setting up the team and losing by forfeit 4 times in row.
•        连续4场比赛未设出场名单因惩罚被判负
•        Not logging for more than 60 days.
•        超过60天未登录
•        The team is in higher book-debt than ¥8.000.000 during Monday economics calculations.
•        在周一财政结算中负债超过800w的队伍。
•        Market trickering (purchasing players for extortionary prices).
•        市场欺骗者(用夸张的价格购买球员)
•        A player plays in a country he/she is not from or does not live in.
•        玩家在非出生国或居住国游戏
•        Posting advertisement of other webpages (with no connection with the game) in discussions and personal messages.
•        在讨论区或个人消息中,张贴与本游戏无关的其他网站广告
•        Another violation of rules of fair-play and decorum (sending spam etc.)
•        违反公平竞赛和礼貌的行为(例如发垃圾邮件)
We do not recommend playing from public acsess points, where is a possibilty that other players can do the same. So if possible, play from home. If you play, for example from school or from home together with your brother, there is a higher risk of being deleted for breaking the rules. Purchases between such teams are even prohibited and you can not make deals with your friends and relatives.
我们不推荐在公众场合进行游戏,当该场所也有其他玩家能进行相同的操作。因此,如果可以请在家游戏。如果在家或在学校和你的兄弟进行游戏,那么你们会有很高的风险因为违规而被删除球队。
Category
Club
League
Players
Training
Team morale
Youth team
Stadium
Facilities
Matches
Match line-up setting
Economics
Player market
New season
Friendly league
Week in The Football Arena

Club
俱乐部
To build a good club is not a matter of one or two seasons. It is a long time job and it is completely in hands of each manager, who is as well a head coach of his team. He must take care of the facilities, build the stadium, purchase and sell players. The minimum amount of players in the team is 16 and the maximum is 35. If there are less than 16 players you can neither sell them on the market nor dismiss any of them. On the other hand if you reach the maximum you can not call in players from your youth team.
建立一个好的俱乐部不是1或2个赛季能成功地。它是一件长期工程,并且完全控制在每一个俱乐部经理同时也是球队主教练的手中。您必须小心保管球队设施,修建场馆,交易球员。每个队伍最少16名最多35名球员。如果少于16名球员,您将不能卖出或解雇。同样如果您的球队拥有35名球员,您将不能从青年队中晋升球员。
League
联赛
In each season there are 18 matches, each team playing the others twice, once home, once away. More details in League matches. Each team plays in a league and each league (except the top-level league) has its own divisions. But the league is the important one, the divisions (all divisions are equal) are just to divide all the leagues. It is because of thousands of teams and it would be terrible for a team to play in 537. league (imagine advancing up to the top league). Every next league has 4 times more divisions and therefore the key is that the first team advances and the last four are relegated. Of course if a team is in the top league there is nowhere to advance and teams at the bottom league can not be relegated any lower. If there is a point equality the key for advancing and relegating is the difference in scored/obtained goals, then scored goals, wins and if everything is equal then tossing. Changing teams among leagues is not a matter of chance but the best advancing team changes with the worst relegating team. It depends on table positions and points. Advancing and relegating of teams always take place after a season and immediately after this a new season begins together with league and cup fixtures and the game goes on. FA is a neverending football league.
每个赛季有18场比赛,每个队伍都将与其他队伍进行2场比赛,一主一客。更多细节请参见 联赛比赛。 每个队伍在一个级别的联赛进行比赛,每个联赛(除顶级联赛外)都有各自的分区。但是级别是重要的,分区都是相同等级的,只是将这些球队分成各自的小组。因为数以千计的球队,对一个在537级联赛比赛的球队来说这简直就是一个灾难。(想象一下晋级到顶级联赛)。每一级联赛的队伍数 都是上一级联赛队伍数的4倍 因此每组头名晋级而最后4名降级成为关键。当然顶级联赛的头名不会升级而最低级联赛的最后4名不会降级。如果积分相同则净胜球将决定升降级,进球数,获胜场次,依次类推。如果所有的都相同,则掷硬币。  各级别交换队伍总是最好的晋级队伍与最差的降级队伍互换。标准是看积分榜的位置和积分。升降级总是赛季结束后发生而后立即开始新赛季联赛和杯赛的征程。FA是一个永不止步的足球联赛。
Players
球员
Each player has his own best performance position, which is indicated by his colour (green = defender, yellow = wing, blue = midfielder, red = forward). The player's needed abilities of course differ according to his position.
每个球员都有最佳位置,系统已经用颜色标识出来了绿色 = 后卫, 黄色=边锋,蓝色=中场,红色=前锋。每个位置所需技能如下:Goalkeeper
goalkeeping: 100%
门将:守门100%
Defender
tackling: 60%, heading: 37.5%, stamina: 2.5%
后卫:铲球60% 头球37.5% 体能2.5%
Winger (def)
tackling: 60%, winger: 30%, passing: 5%, stamina: 5%
防守型边锋:铲球60% 边锋30% 传球5% 体能5%
Winger (normal)
winger: 55%, tackling: 20%, passing: 20%, stamina: 5%
边锋:边锋55% 铲球20% 传球20% 体能5%
Winger (off)
winger: 45%, passing: 45%, tackling: 5%, stamina: 5%
进攻型边锋: 边锋45% 传球45% 铲球5% 体能5%
Midfielder (def)
playmaking: 45%, tackling: 45%, passing: 5%, stamina: 5%
防守型中场:组织45% 铲球45% 传球5% 体能5%
Midfielder (normal)
playmaking: 55%, tackling: 20%, passing: 20%, stamina: 5%
中场:组织55% 铲球 20% 传球20% 体能5%
Midfielder (off)
playmaking: 45%, passing: 45%, tackling: 5%, stamina: 5%
进攻型中场:组织45% 传球45% 铲球5% 体能5%
Forward
attacking: 50%, heading: 27.5%, passing: 20%, stamina: 2.5%
前锋:进攻50% 头球27.5% 传球 20% 体能2.5%
Each player must play the position he is suited for otherwise, for example when a wing plays a forward, his match performance and the following training will be less effective. If an offensive wing will play a deffensive role (or deffensive as offensive), there will be -50% of power of the player in a match. If offensive or deffensive player will play as normal (or normal as offensive or deffensive), there will be -5% of power of the palyer in a match.
每个球员必须在合适的位置进行比赛,否则例如一个边锋踢前锋位置,他的表现和训练效果将会变少。如果一个进攻型边锋扮演防守角色(反之亦然)那么该球员的表现只能达到平时的一半。如果一个进攻型或防守型踢常规位置(反之亦然),那么只能达到平时95%的表现

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发表于 2008-4-13 00:31  资料  个人空间  短消息 

Condition
环境状态


Each player has certain condition, which goes down with playing matches and up with resting. Stamina influences condition when players with higher stamina do not get tired during matches so easily and their condition after a match refreshes faster. Players condition is also influenced by Medical academy in the club's basement and it has a similar effect as stamina. So the more the better. It is also good to know that friendly matches are not so exhausting as league or cup matches. If you have already checked the influence of Importance on a match then you know that it even this Importance affects players' condition. Condition also ifluences players' performance during a match. So players with condition below 100% are not going to play their best. If the condition drops below 50% then the player is not available for a match. If players get exhausted easily and their condition does not refresh fast simply train their stamina or build Medical academy and in time your players will not have condition problems any more. It is aslo good to have 2x11 players in your team then, at least at the beginning, everyone can play just one match a week and have enough time to rest.
每个球员都有特定的环境状态,随着比赛逐渐下降,休息逐渐回升。体能将影响环境状态。体能好的球员不容易在比赛中疲劳,而且他们的状态恢复的较快。球员环境状态同样受俱乐部基地的医疗设施影响。该设施拥有与体能相似的效果。因此等级越高越好。一个好消息,友谊赛不会像联赛和杯赛那样让人疲劳。比赛的重要性同样影响球员环境状态。环境状态也会影响球员赛场状态。因此球员状态低于100%不会以最好的状态出战。如果状态低于50%,该球员将不能参赛。如果球员很容易疲劳,并且状态恢复的很慢,则可以训练他们的体能或建造医疗中心,那么球员将不会再被状态问题所困扰。同时拥有2套阵容是不错的选择,至少在初期。每个球员每周都能踢一场比赛且有足够的休息时间。
Form
竞技状态
Form of players is important for their match performance. Even a good player, who is out of form, can play worse than an average one in form. Form changes every week during Friday training and always moves to its average. So a good form player is more likely drop out of his form a bit and vice versa. If a player played at least one match during the week he is more probable to get into a better form than a player who did not play any. The average form is somewhere around 3.75. But in the game all numbers are rounded down to integral numbers. Maximum is 7.5 and minimum is theoretically 0. You can see only down rounded numbers in the game so if there is 2 at player's form, it can mean 2.00 but even 2.99. Form does not influence the price of a player.
球员竞技状态对于赛场表现来说是十分重要的。一个不在状态的好球员的表现甚至不如一个状态不错的一般球员。状态每周五训练时更新并且总是朝向平均值移动。因此一个状态好的球员十分有可能会掉一点状态,反之亦然。如果本周至少出场一次则很有可能相较未出场球员获得较好的状态。状态平均值在3.75左右。但是游戏中所有数值都只保留整数。状态的最大值是7.5,理论最小值是0。你只能看见整数部分,因此状态为2的球员可能是2.00 也有可能是2.99。状态不会影响球员的价格。
Experince
经验
As well as form, experience is important for a player performance. An experienced player, with worse attributes, can perform better than a less experinced junior player, even a talented one. Experince has similar influence as form and influnces for example penalty shooting. Experince is gained only through playing matches, more in league matches and less in friendly matches. If a player gets to a national team he can get extra experience. The limit for experince is 7.5 (the same as for form).
和竞技状态相同,经验对于球员表现也是至关重要的。一个属性糟糕的有经验球员,可以比一个无经验的未来之星表现的更好。经验和状态的影响相同,作用于点球。经验只能通过参赛来获得,联赛比赛较多,友谊赛较少。如果一个球员加入了国家队,他将得到额外的经验。经验最高为7.5与属性相同。
Potential
潜力
Potential is a hidden attribute. Every player has some potential, which influences his training. A player with 100% potential trains on 100%, a player with 75% potential trains on ¾ etc. Potential of young players rises and of old players drops. It is individual for each player and you can get an idea by examinig trainings.
潜力是一个隐藏属性,每个球员都有特定的潜力,影响着他的训练。一个潜力为100%的球员将获得100%的训练效果,一个潜力为75%的球员只能获得四分之三的训练效果。年轻球员的潜力将会上升,而高龄球员将会下降。每个球员的潜力都是不同的,你可以通过训练来大概了解。

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发表于 2008-4-13 00:32  资料  个人空间  短消息 

Team morale
团队士气


团队士气主要受联赛和杯赛的战绩影响。如果获胜,士气会上升。如果与强队比赛,平局都可以提升士气。其他诸如主场比赛,客场比赛和最终比分都会有影响。士气同样会受训练和卖出球员的影响,详细情况请参见球员市场。
团队士气是衡量球队状态的直接的尺度。如果球队最近取得连胜,那么更多的观众将会被吸引到球场内,赞助商也会迅速增长。士气同样会影响全队的比赛表现。
Youth team
青年队
每周你都可以从你的青年队提升一名队员。球员的质量取决于你青训的等级和运气。在青年队的球员是17-21年龄段的。
Youth team quality
青年队质量
青年队质量取决于过去几周你提升的球员。提升的球员质量越高那么青年队的质量降的越快。简单而言,在你的青年队,所有球员共同组成球队质量。如果你提升的球员是个好球员,那么总体质量会下降。相反,如果提升的是一个差球员,那么青年队的质量会提升。
Stadium
场馆
场馆是一个重要的经济来源。随着时间的推移,你的球迷将会越来越多。他们迫切的想要现场看球。但是大量的球迷因球场容量而无法进场观看比赛,那么你将丧失潜在的收入。相反,一个很大的球场但是只有半数上座率同样是不经济的。
Stadium in numbers
球场数量
•        Minimum stadium capacity: 5.000
•        最低容纳5000人
•        Maximum stadium capacity: 150.000
•        最高容纳15w 人
•        Basic fee for stadium building/destroying: ¥400.000
•        基本费用(无论新增还是拆除)40w RMB
•        Weekly fee for one seat: ¥20
•        每周维护费: 20 RMB /座
•        Average entrance fee: ¥100
•        平均入场门票: 100 RMB
Facilities
设施
每一个俱乐部都会建造他们各自的设施。分4大类,和7个等级。所有设施最多能有18个等级。因此你必须选择你自己的方式。知道所有设施的施工周期同样重要,因为几个赛季后你的设施会因使用而变得破旧,你不得不重新修建。
Training academy
训练场馆
Improves training effects.
提高训练效果。
Marketing
市场部
More money from sponsors, lower player agents fees, higher match attendance.
更多的赞助资金,更低的球探佣金,更高的上座率
Medical facility
医疗设施
Lesser chance of long term player injuries, faster injury recoveries, faster fatigue recovery after matches.
更少使球员长期伤病的机会,更快的伤愈速度 和 赛后恢复。
Youth academy
青年学院
Improves youth team quality.
提高你的青年队的质量
Increase level fee  升级费用
•        1. level - ¥400.000
•        2. level - ¥800.000
•        3. level - ¥1.600.000
•        4. level - ¥3.200.000
•        5. level - ¥6.400.000
•        6. level - ¥12.800.000
•        7. level - ¥25.600.000
Decrease level fee 降级费用
•        1. level - ¥40.000
•        2. level - ¥80.000
•        3. level - ¥160.000
•        4. level - ¥320.000
•        5. level - ¥640.000
•        6. level - ¥1.280.000
•        7. level - ¥2.560.000
Increasing/Decreasing level time in weeks 更改登记的时间(周 计)
•        1. level - 1
•        2. level - 1
•        3. level - 2
•        4. level - 2
•        5. level - 3
•        6. level - 3
•        7. level - 4
Weekly level maintenace fee  每周维护费用
•        1. level - ¥30.000
•        2. level - ¥70.000
•        3. level - ¥160.000
•        4. level - ¥280.000
•        5. level - ¥440.000
•        6. level - ¥720.000
•        7. level - ¥1.100.000

Matches
比赛
A team is allowed to play a match if there are at least 7 players aviable. That means players who are not injured a do not have a red card. A player also needs 50% condition at minimum.It is always good to set additional players in case of substitutions. It is not possible to change players during a match, only the injured players change automatically. If there is an injury or a red card for the goalkeeper, one of the offensive players change and a new goalkeeper takes his place.
It is not possible to change your line-up if there are 30 or less minutes before a match.
一个队伍至少7人上场才能被允许参加比赛。上场队员必须无伤病无红牌。而球员则最低50%的状态才能参赛。设置必要的替补球员总是不错的选择。比赛期间不能更换球员,除非上场队员受伤了,才能自动更换。如果门将得红牌,那么替补门将会将一名进攻球员换下。
开赛前30分钟以内将不允许设置出场阵容。
League matches
联赛比赛
They are always played on Sunday and twice a season, 4. and 12. week, also on Wensday instead of friendly matches. There are 18 matches per season. Contestants play 2x among one another, once home nad once away. There are 3 points for a win,1 piont for a draw and 0 for a lose or draw by forfeit (a match with 0:0 final score because neither team set their line-up).
总是在周日举行,在第4周和第12周时,将会一周双赛,周三的友谊赛将被取消。每赛季将举行18轮比赛。所有球队都将与除自身以外的队伍进行2场比赛,一主一客。胜积3分,平1分,负或因双方都未设定出场阵容而产生的平局0分
Cup matches
杯赛
There is a cup draw at the beginning of each season. The teams in the cup will always play the best against the worst according to their ratings, then The second best against the last but one etc. Home team is always the one which has lower ratio of home matches according to the whole number of matches in the cup. The cup can be plaeyd with 2, 4, 8, 16 up to 16384 teams. So if there are for example 1000 teams in a country, then only 512 best rated teams can play it. If there are 1050 teams in a country, then only 1024 best rated teams can play it etc. It is only one round match. The winner advances in the cup and the loser drops out of it.
每赛季初将举行杯赛抽签。根据评价,总是最好的队伍 和 最差的队伍进行比赛。
第二好的 对阵 倒数第二,以此类推。杯赛主场战绩差的作为主场球队。杯赛可以由2,4,8,16 到16384支队伍参赛。如果一个国家有1000支队伍,那么只有前512支球队可以参赛。如果该国有1050支球队,那么前1024支球队可以参赛。这是淘汰赛,胜者晋级负者出局。
Friendly matches
友谊赛
Each team which does not play in the cup, can play a friendly match. They are of absolutely no influence. They do not influence morale or rating. But they have one important reason – training. Each team, which wants to train fully, should play 2 matches a week. More info in Training. A friedly match can also be played against a PC team, you just have to find a team without an owner and such a team accepts every friendly match immediately.
不在杯赛的球队可以参加友谊赛。友谊赛不会影响士气和评价,只是为了训练。每个想完全训练的球队,都应该每周参加2场比赛。详细情况请参见训练。友谊赛也可以和电脑踢,你只需要找到一支无主球队并挑战他,系统会立即接受挑战。
International matches
国际比赛
These are played every Tuesday. National team line-up is always set by its national coach.
每周二举行,国家队参赛阵容由国家队主帅设置。
Entrance fee
门票
Matches are an important income. In league matches the home team always recieves the whole amount from entrance money. In cup matches the home team recieves 2/3 and the away team 1/3 of it. In friendly matches both teams recieves half of it. If there is a lose by forfeit the team receives nothing.
门票收入是一个重要资金来源。联赛主队获得所有门票收入,杯赛主队获得三分之二的收入,客队三分之一。友谊赛平分。如果因未设出场阵容而判负的球队不会得到任何收入。
Cards
得牌
Cards are mianly dependent on the player's field position. So a defender is more likely to get a card and a forward vice versa. Cards from cup and league matches are not separated. After 3 yellow cards (a red card in a match = 2 yellow ones) the player is not allowed in one league or cup match. Cards from friendly mathes do not count and even a player with a red card can play a friendlz match.
主要受球员场上位置影响。后卫队员更容易得牌,前锋则相反。杯赛得牌和联赛得牌不是分开的。累计3张黄牌(1红牌 = 2 黄牌)的球员将被停赛一场(不论联赛或杯赛)。友谊赛得牌将不会被计算。
Injuries
受伤
Every player can be injured in a match. To lower this chance you should level up medical facilities or set a lower match importance. On the other hand a higher match importance setting brings greater danger of injuries. Most common lenght of an injury is 1-7 weeks (the number at an injured player). The higher medical facilities level the shorter recovery time (and sometimes even shorter than it is shown).
每名上场球员都有受伤的可能。想降低球员受伤的机会,你应该升级你的医疗设施或设置更低的比赛重要性。换句话说,比赛重要性设的越高,球员受伤可能性就越大。受伤时间从1周—7周不等(会显示在受伤球员的旁边)。医疗设施的等级越高,伤愈复出的时间越短(甚至比显示的时间还要短)
Over time
加时赛
Over time is played 2x15 minutes and if there is a decisive goal then just 1x15 minutes. An example: A cup match finishes 1:1 and there is over time. One team scores in 98. and if the opposing does not score even, the match finishes in 105. If the opposing team does score even or there are no goals at all, the over time continues for another 15 minutes. The last part of over time is penalty shooting.
加时赛将进行上下半场各15分钟。如果有致胜球则只进行半场,如果杯赛常规时间战成1:1那么将进行加时赛。如果一方在98分钟攻入一球,如果在加时赛上半场,落后一方未能扳平比分,那么比赛将在105分钟结束。如果落后方追平比分或双方都未在加时赛入球,那么将进行加时赛下半场。如果加时赛未分出胜负,则进行点球决胜。
Forfeit
惩罚
If there is no line-up set for a match, the opposing team wins by forfeit 3:0. The winning team does not get any experience, but the players are not fatigued, which can be an advantage. Money from the match and training both count as normal.
如果未设置参赛阵容,那么你的对手将被判3:0获胜。胜利一方不会获得经验,也不会疲劳。收益和训练都照常计算。

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Match line-up setting
比赛阵容设置


重要信息:开赛前30分钟以内将不允许设置出场阵容
Play style
比赛风格
比赛风格不会对比赛中的机会总数产生影响。他只是增加一个动作的成功率,如果一个球队更具攻击力,那么会使机会转化为进球的机率大增。当然这都受对手的影响。如果他们也有一个好的防线那么所有事情将会变得复杂。当你投入进攻的精力更多那么很明显你不可能很好的进行防守。
侧重防守—加强防守同时削弱进攻(削弱的程度经常大于加强防守的程度)推荐攻击乏力防守很好的时候使用。
攻守平衡 – 主要受场上比分影响,落后球队将投入更多兵力进攻。
侧重进攻 --- 加强进攻 但 削弱防守 (削弱的程度经常大于加强进攻的程度)推荐攻击犀利但是防线脆弱的时候使用。
Tactics  战术
Normal - No special tactics.
普通 --- 无特殊战术
全场紧逼 --- 加强边锋和中场队员的铲球,但减弱他们的边翼进攻和组织。这个战术将会阻碍对手的进攻。你球队的中场,边锋和后卫的铲球越高,阻碍的几率越高。对手可以通过中场,边锋和前锋的传球来削弱该机率。
防守反击 – 增强中场和边锋的传球 削弱他们的边翼进攻和组织。同时也会增强前锋。使用该战术,你的球队将受益于对手进攻失败并发动一次成功的反击。中场,边锋和前锋的传球越高反击成功的机率越高。对手可以通过提高中场,边锋和后卫的铲球来降低该机率。
中路进攻 --- 增强中场的组织和传球 削弱他们的铲球。增强边锋的铲球但削弱他们的边路进攻和传球。使用该战术,前锋更容易获得破门良机。
边路进攻---增强边锋的边翼进攻和传球,削弱他们的铲球。增强中场的铲球削弱他们的组织和传球。使用该战术,边锋更容易获得破门良机。

全场紧逼和反击将受全队经验的影响,越富有经验的球队发挥的越好,无经验的队伍可能表现很差。
Play style is also reflected in players' performance rating in a match. So a midfielder with low tackling can play worse than usual if pressing is set. And vice versa. The midfielders performance and rating of the whole team can be lower if counter attacks are set. That does not mean the team played worse. Because of properly set tactics the team could have done well but it is not so easy to convert it into numbers.
比赛风格同样影响球员的表现评价。因此一个打全场紧逼战术的中场,如果铲球很差的话,那么他的表现可能比平时差。相反,中场的表现和全队的评价都会被降低,如果你使用了防守反击战术。这并不意味着球队表现很糟。这是因为正确设置战术可以作的更好,但是量化他却很难。
In the match report you can see messages about successfull team tactics when pressing or counter attacks are set.
在比赛报告中你可以看到战术成功执行时的信息,例如压迫或反击。
Importance  重要性
It can be used for league and cup matches.
联赛和杯赛都可以设置
Relaxing - Team performance -15%, Fatigue -15%, Fauls -40%, Team morale +50%
轻松 – 队伍表现 -15% 疲劳 -15% 犯规 -40% 士气 +50%
Less important - Team performance -10%, Fatigue -10%, Fauls -20%, Team morale +25%
不重要 --队伍表现 -10% 疲劳 -10% 犯规 -20% 士气 +25%
Normal - No change
普通 – 没有变化
More important - Team performance +10%, Fatigue +20%, Fauls +25%, Team morale -25%
很重要 --队伍表现 +10% 疲劳 +20% 犯规 +25% 士气 -25%
Key - Team performance +15%, Fatigue +40%, Fauls +50%, Team morale -50%
关键比赛 --队伍表现 +15% 疲劳 +40% 犯规 +50% 士气 -50%
Gain or loss of morale – If the team gains for example 10% morale, then with a less important match it gains 25% more, it means 12,5% morale. If the team loses 10% morale in a less important match, then it loses 25% less, it means 7,5%. In a more important match the team would gain 7,5% or lose 12,5%.
获得或丧失士气 – 如果队伍获得10%的士气,那么在不重要的比赛,将额外获得25%的士气 , 即总共12.5%的士气,如果球队丧失10%的士气在不重要的比赛中,那么将减少25%的损失,只损失7.5%。在很重要的比赛,那么队伍将获得7.5%或丧失12.5%的士气。
The match importance can also affect player injuries. In less important matches (Less important, Relaxing) players are less likely to be injured and in more important matches (More important, Key) they are more likely to be injured.
比赛重要性同样影响球员的伤病。在无关紧要的比赛中(轻松,不重要)球员的受伤几率将减少,而比较重要的比赛(很重要,关键比赛)球员的受伤几率将上升。
If there is an increase or a decrease in the team's performance because of the match importance, it is not shown in the match report statistic of defenders/midfielders/forwards nor in the star players of the match (ball possesion in the match detail is influenced). But in the match detail your team's attitude to the match will be shown. And, of course, it will have its consequences during the match. Officials of a strong team can underestimate the match by convincing the players about its low importance etc.
如果球队表现由于比赛重要性而起伏,他不会出现在赛后统计或球员评价上,控球率则会被影响。但是在比赛详情中,你的球队的态度将会被显示。当然这会被计算在比赛中。强队的经理可能看轻比赛,让他的强劲球员踢一场他认为无关紧要的比赛。
Captain 队长
You can set the captain for each match (if there is no, he will be randomly selected from current line-up). The captain gains more experience from a match and usuallz strengthens his team according to his own experience. This strenght is also calculated in the after match statistics.
每场比赛你都能设置一名队长(如果不设,系统将自动从出场名单中选出一位)队长每场比赛都能获得额外的经验,并通过他的经验来加强球队。这个也会在赛后统计中被计算
Default line-up 默认阵容
If you do not set any players for a match or you completely forget to set your line-up at all, then this default line-up is set automatically. So if you are for example long time away, you do not lose by forfeit. Because players get fatigued and you usually play twice a week you can save 3 different default line-ups – League (Sunday), Cup, Friendly match/League (Wednesday). Default line-ups can be saved by choosing desired type and saving it as usual. All players, substitutions, formation, tactics, play style and importance are saved alltogether. A default line-up can be revised and loaded as well as last saved line-ups. Everything saved is loaded, in case of "Friendly match/League (Wednesday)" the importance is loaded as well, but, of course, the importance counts only for league or cup matches.
如果你没有为某场比赛设定出场阵容或完全忘记设定你的出场阵容,那么你的默认阵容将会被自动设置。因此如果你将出差很长一段时间,你不会因未设阵容而判负。由于球员会疲劳,你通常每周踢2场比赛,因此你可以保存三种不同的阵容。联赛(周日),杯赛,友谊赛/联赛(周三)。默认阵容需要选择相应类型然后像平时一样保存。球员,替补,阵型,战术,比赛风格,重要性都会被保存。默认阵容也是可以改变的,也可以载入上次保存的阵容。所有保存的都会被载入,例如“友谊赛/联赛(周三)”,重要性也会被载入,当然重要性只适用于联赛和杯赛。

Economics
经济
If your team has more than ¥20.000.000 during Monday economics counting, you pay 1.5% taxes from the whole amount. This tax is reduced by 5% with each level of your Marketing. So if you, for example, have ¥30.000.000 on your account, then on Monday you are taxed with ¥450.000. If you also have 2 levels of Marketing in section Facilities, then you pay 10% less. That means ¥405.000.
如果你的俱乐部在周一结算时拥有超过2kw RMB 那么你将支付所有金额的1.5%的税款。每级市场部门将减税5%。如果你有3kw RMB,那么你要付45w.如果你有2级市场部门那么 将减少10%, 即只需付40.5w。
Incomes 收入
Player sales 售出球员
Money you get from selling your own players.
出售自己培养的球员
Sponsors 赞助商
Sponsors give money to your team every week. The more fans your team has the more money your team gets. The final amount is calculated as number of fans * ¥40. Each level of Marketing rises this amount by 5%.
每周赞助商都将给你队伍赞助费,球迷越多,金额越大。公式为 球迷人数 * 40 RMB。每级市场部门 再加 5%。
Entrance fee 球场门票
Entrance fee from all matches in the week.
一周内所有的门票收入
Bonuses 奖金
For example money from sponsors you get at the beginning of each season.
例如每赛季初赞助商给的奖金
Outcomes 支出
Player purchases 购买球员
Money you invested into player purchases.
你投资在购买球员上的钱
Player wages 球员工资
All players present in your team on Monday economics counting demand certain wages. The total amount of all player wages is one of the team outcomes.
所有现役球员每周一都会发放薪水。
Facilities 设施
Every week the team must pay for stadium and facilities maintenance and for their improving.
每周球队都将支付场地和设施的维护费
Other 其他
For example a fee for sending a player to the market.

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发表于 2008-4-13 11:47  资料  个人空间  短消息 

反正啊
我只玩武林
简单易懂
而且玩的时间长了






本人一直致力于中国网游的外挂发展事业当中
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