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Main / Suggestions / Caps in Training Report Search Forum
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pete
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posted: 2012-07-11 20:12:14 (ID: 47372) Report Abuse
Lamumia wrote:
pete wrote:
Usually it should happen at x.0!



If that is true the normal assumption that the cap is 5 points higher than the initial yellow cap must be wrong. I have red capped players on uneven numbers, if they yellow capped 5 points lower, that would have been on an uneven number as well or am I missing something


There is no even/uneven, except we are talking about percentage values like PC
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Lamumia
posted: 2012-07-11 20:30:11 (ID: 47374) Report Abuse
Im not sure I understand it right then. I meant hole numbers instead of even numbers.

As I understand it the yellow cap will kick in at x.0 right? But i have players red capped at x.8, hence they cant both have yellow capped at x.0 and 5 points below the red cap. If i'm misunderstanding this, I would very much like to understand it, as it is pretty important to understand how the caps work in this game
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pete
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posted: 2012-07-11 21:30:19 (ID: 47382) Report Abuse

The RED cap will kick in at x.0! The yellow one is calculated based on your staff, check the staff-manual for more info...
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slider6
posted: 2012-07-11 21:34:40 (ID: 47384) Report Abuse
pete wrote:

The RED cap will kick in at x.0! The yellow one is calculated based on your staff, check the staff-manual for more info...

That's what he's saying. I also have players that are red capped at x.8 or x.7 or x.1, etc.
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pete
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posted: 2012-07-11 21:44:47 (ID: 47386) Report Abuse
It is late, a certain user is a pain in my ass - should have kicked him earlier..., and I have no idea if I understand it all right...



The caps are implemented like this: there is an integer value in the database for each skill like speed, strength and agility. Other values cap based on talent, some never cap.

If the real skill IS ABOVE the cap in the database, we show the cap sign in red. If the skill is a bit below the cap, we show yellow, while the range is determined by the level of the scout. On talent capped skills this means there can be a cap on x.5, while on random capped skills the skill caps always on x.0

Does this explain it now?




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sfniner08
posted: 2012-07-11 21:46:51 (ID: 47387) Report Abuse
ok, I think I understand his question.

I have a wr who is red capped at 41.2.

If he went yellow at a X.0 he would have had to be yellow at 36.0.

If you add the 5 to the 36 it is 41.

Where did the .2 come from then is the question.
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pete
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posted: 2012-07-11 21:51:58 (ID: 47388) Report Abuse


It depends if what skills he is talking about...what training progress he makes and so on. It is not that black/white...

How to make that clear
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sfniner08
posted: 2012-07-11 21:54:53 (ID: 47389) Report Abuse
So would be fair to say:

at X.0 it goes yellow

and

about 5 more sp to the red
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pete
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posted: 2012-07-11 21:58:08 (ID: 47392) Report Abuse
sfniner08 wrote:
So would be fair to say:

at X.0 it goes yellow

and

about 5 more sp to the red


not really....the exact cap point on a "talent capped skill" can be x.5 too...

http://redzoneaction.org/football/index.php?page=help&subpage=manual&topic=Play%20skill%20caps

Now you have to understand, that you don't see it in the report "ON CAP", you see it when you are "OVER THE CAP". This means the chance to get triggered on .5 is quite slow, much more you will see the cap on .6 or .7...

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sfniner08
posted: 2012-07-11 22:01:15 (ID: 47393) Report Abuse
my example above is speed. I understand when you get to skill that are not physical that is different. For speed and strength is the are I think we were really asking about.
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