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ULTIMATE CHALLENGE FOOTBALL LEAGUE
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General Rules Empty General Rules

Post by Darlington Dave Tue Jul 09, 2019 3:51 pm

Managing in UCFL
Each manager in UCFL is given full control of their club, from team name and sheets to the stadium and media outlets of the club.

Applying for a Job
To join UCFL and apply for a job you need to register on the forum, filling in all of the required fields. Then apply in the job centre for an available. The job centre is at https://ultimatechallengefl.rpg-board.net/f21-job-centre

If a current manager wishes to apply for a job, all they need to do is inform the UCFL FA that they wish to apply.

Disciplinary Procedure
1. Fines and points deductions
The UCFL FA reserves the right to levy fines and/or deduct points from a team when they believe a team has acted outside of the rules (directly or indirectly) or outside the spirit of the game by using inappropriate conduct. This can be any combination of a maximum £50m fine and 20 points deducted. In addition an individual manager may be sacked.

2. Appeals
If a manager believes the UCFL FA has treated them or their team unfairly, they have the right to appeal against any decisions made. The UCFL FA will consider any appeal made and make a final ruling.

3. Unusual and Exceptional circumstances
Where the actions of an individual go beyond the norm the UCFL FA will make considered one-off decisions which may include a lifetime ban from UCFL and the enforced disposal or break up of teams. This however would only happen in very exceptional situations.

4. Teamsheet Errors
These are the errors that will lead to an errored sheet. Using the teamsheet checker and amending your sheet prior to e-mailing will eradicate almost all of these:

a) Error in conditions - This has a wide range of possibilities, such as missing the position of a substitution to missing part of the description of the condition. If the teamsheet maker is used then these errors will not occur. The teamsheet checker WILL pick up on this type of error.

b) Clash in CHANGEPOS conditions - The teamsheet checker WILL NOT pick up on this, so you need to be careful when making your teamsheet that you don't end up with a player constantly swapping positions every minute. If this isn't spotted at the time of running games, the opposition has the chance to appeal, and a 3-0 forfeit could be awarded.

c) Fielding 2 GKs - Because the GK position is an allowed position, the checker WILL NOT notice that there are two fielded. It will be picked up when the games are run however, and will result in the offending side being awarded a T sheet.

d) Trying to field an injured or suspended player - A player being selected who is banned or injured. The rosters are always up to date, and there is a list of the players injured and suspended on the site for each division, so by checking these will ensure these errors do not occur. The teamsheet checker WILL pick up on this type of error.

e) Selecting the same player twice - Usually the same player is selected in the starting 11 and on the bench, a quick check of your teamsheet would eliminate this. The teamsheet checker WILL pick up on this type of error.

f) Incorrectly spelt player name - If a manager doesn't use the teamsheet maker and makes some spelling errors the teamsheet will not be any use to play the game. This is easily solved by using the teamsheet maker. The teamsheet checker WILL pick up on this type of error.

g) Naming a player that is not in the roster - Usually happens when a team sells a player and the manager forgets he has been sold. By using the up to date rosters from the site this will not occur. The teamsheet checker WILL pick up on this type of error.

5: Formations
The minimum/maximum number of players allowed in each position are as follows:
Defenders 3 to 5
Defensive Midfielders 0 to 3
Midfielders 2 to 6 *please note if using 6 midfielders at least one must be a DM or AM. The total numbers here also include any players playing as DM/AM.
Attacking Midfielders 0 to 3
Forwards 1 to 4

If an illegal formation is played in a match there is an opportunity for anyone to appeal the result. The FA will view any appeal and vote on it to see if a side gained any sort of advantage from it. If the appeal is successful then the original result will be overturned and a 3-0 result given.

6 Squad Sizes
The minimum squad size required is 18, and the maximum is 28. This is for both the youth team and senior team (not a combined total).

Matchday squads require a minimum of 16 fit and eligible players. If not the club is given an additional player, at the cost of £1M.
Youth: Age 16: Main Skill 3: Other skills: 1 (random aggression) All ability points at 300.
Senior: Age 22: Main Skill 5 Other skills: 1 (random aggression) All ability points at 300

7 Player Rerates
Players in UCFL get abs added or deducted automatically after each round of league matches depending on their age. These are as follows:
Age Main Sec Ter
---------------------------------
15-21 46 43 27
22 13 10 5
23 7 5 3
30 -44 -15 -10
31 -90 -25 -15
32 -120 -35 -20
33 -150 -45 -25
34 -190 -55 -30
35+ -200 -60 -35
IMPORTANT NOTE
Please see the table below regarding special conditions for high-skilled players. Players aged 30+ with a main skill of 24 and over will decrease at a proportionate rate to the abs needed to be gained for their next skill level. For example, a player rated 24 in main skill needs 1200 abs to get to 25 skill. If he is 30 years of age, instead of losing 44 abs each league game, he will lose 53. This is so that players with different main skills but of the same age will deteriorate at an even rate overall, therefore losing the same amount of skill (not abs) over the course of a season. This does not affect secondary skills however.

Age Main Sec Ter 22 23 24 25 26 27 28 29 30 31 32
---------------------------------------------------------------------------------------------------------------
15 46 43 27 46 46 46 46 46 46 46 46 46 46 46
16 46 43 27 46 46 46 46 46 46 46 46 46 46 46
17 46 43 27 46 46 46 46 46 46 46 46 46 46 46
18 46 43 27 46 46 46 46 46 46 46 46 46 46 46
19 46 43 27 46 46 46 46 46 46 46 46 46 46 46
20 46 43 27 46 46 46 46 46 46 46 46 46 46 46
21 46 43 27 46 46 46 46 46 46 46 46 46 46 46
22 13 10 5 13 13 13 13 13 13 13 13 13 13 13
23 7 5 3 7 7 7 7 7 7 7 7 7 7 7
30 -44 -15 -10 -44 -44 -53 -62 -79 -106 -141 -220 -220 -220 -220
31 -90 -25 -15 -90 -90 -108 -126 -162 -216 -288 -450 -450 -450 -450
32 -120 -35 -20 -120 -120 -144 -168 -216 -288 -384 -600 -600 -600 -600
33 -150 -45 -25 -150 -150 -180 -210 -270 -360 -480 -750 -750 -750 -750
34 -192 -55 -30 -192 -192 -230 -269 -346 -461 -614 -960 -960 -960 -960
35 -200 -60 -35 -200 -200 -240 -280 -360 -480 -640 -1000 -1000 -1000 -1000
36 -200 -60 -35 -200 -200 -240 -280 -360 -480 -640 -1000 -1000 -1000 -1000
37 -200 -60 -35 -200 -200 -240 -280 -360 -480 -640 -1000 -1000 -1000 -1000
38 -200 -60 -35 -200 -200 -240 -280 -360 -480 -640 -1000 -1000 -1000 -1000
39 -200 -60 -35 -200 -200 -240 -280 -360 -480 -640 -1000 -1000 -1000 -1000
40 -200 -60 -35 -200 -200 -240 -280 -360 -480 -640 -1000 -1000 -1000 -1000

YOUNG PLAYERS
Young players in UCFL get bonus appearance abs for playing 60 minutes or more in games. The younger they are, the higher the bonus and they are there to encourage managers to develop good young players for their senior sides from an early age. These bonuses are awarded directly to the player as part of the match abs earned in UCFL League and Cup games, and the bonuses are detailed below:
PLAYING IN THE YOUTH LEAGUE:
Age Abs for playing Approx seasons total (based on 22 games)
16 15 330
17 10 220
18 5 110

PLAYING IN THE SENIOR LEAGUE:
Age Abs for playing Approx seasons total (based on 22 games)

18 26 572
19 24 528
20 22 484
21 20 440
22 15 330
23 5 110
As an example, a player that is 21 and plays just 10 games that season (playing 60 or more minutes in each) will have earned an extra 200 abs!

8: Game Abs
Players also earn (and can lose) abs based on their performances in matches. Players in youth games will generally earn two-thirds of the senior players abs per action. Below is a list of the abs earned per action in the domestic senior and youth competitions:
SENIOR:
AB_Goal = 30 > A goal will gain the scorer 30 shooting abs.
AB_Assist = 33 > An assist gives 33 passing abs.
AB_Victory_Random = 22 > A victory will give 3 random outfield players 22 abs in each skill apart from stopping.
AB_Clean_Sheet = 23 > A clean sheet will earn the keeper (stopping) and 1 random defender (tackling) 23 abs.
AB_Ktk = 19 > A key tackle is worth 19 tackling abs to the tackler.
AB_Kps = 11 > A key pass brings 11 passing abs.
AB_Sht_On = 9 > A shot on target earns 9 shooting abs.
AB_Sht_Off = 3 > An off-target one, 3 shooting abs.
AB_Sav = 7 > A save by the goalkeeper earns 7 stopping abs.
AB_OG = -16 > An own goal is an extra kick in the teeth for 16 abs in each area for the unlucky player.
AB_Defeat_Random = -26 > 2 random players on the losing side will lose 26 abs in each outfield skill (does not apply to cup games).
AB_Concede = -8 > A goalkeeper will lose 8 stopping abs for each goal conceded.
AB_Yellow = -2 > A player receiving a yellow card will lose 2 abs in each outfield skill (goalkeepers only in stopping).
AB_Red = -12 > Similarly, a red will incur 12 abs lost.
AB_MOM = 22 > The man of the match will receive 22 main skill abs.

YOUTH:
AB_Goal = 17
AB_Assist = 23
AB_Victory_Random = 13
AB_Clean_Sheet = 16
AB_Ktk = 12
AB_Kps = 6
AB_Sht_On = 3
AB_Sht_Off = 1
AB_Sav = =4
AB_OG = -10
AB_Defeat_Random = -16
AB_Concede = -4
AB_Yellow = -1
AB_Red = -8
AB_MOM = 13
IMPORTANT NOTE
Youth goalkeepers also have their save and conceded abs managed during the game depending on how many goals they have conceded. This is to stop a goalkeeper being 'abused' in an attempt to rack up a huge amount of abs from a drubbing by making numerous saves whilst also conceding many. The following table shows how many abs are earned for a save and how many are deducted for a goal conceded based upon the number of goals conceded. This applies to the youth leagues only:

Goals Conceded Save Conceded
0 - 4 4 -4
5 4 -7
6 3 -12
7 2 -20
8 2 -35
9+ 1 -50

9: Highly Skill Players - Special conditions
Players that are highly skilled often end up getting large amounts of abs and running away from the rest of the league at a disproportionate rate. This can become a big problem when an entire team is highly skilled as they pick up huge abs for their already hugely skilled players. It is also realistic to say that players at the top of their game have less room for improvement. To remedy this situation, players who are at a high skill level need to pick up more abs to get a skill increase than lower skilled players. This applies to all of a players skills. The amount needed for an increase is as follows:
24 --> 25 : 1200abs
25 --> 26 : 1400abs
26 --> 27 : 1800abs
27 --> 28 : 2400abs
28 --> 29 : 3200abs
29 --> 30 and onwards: 5000abs

In the unlikely event that a player reaches skills beyond this, all further increases will require 5000 abs.

10: Tactics
One of the most interesting and challenging parts of UCFL to master is the tactical battles that occur on the pitch. As in real-life it is important to set your side up to both play to your own strengths and take into account the opposition.

A managers choice of tactics may well be influenced from game to game based on their opposition and their expected formation and tactics. With that in mind it is important to understand at least the basics of the tactics system, the basics being that each tactic available will counter 2 others and so give the countering side a performance boost while the tactical advantage is in effect.

10(a) Tactic Numbers Table

Defender Midfielder Forward Def Mid Att Mid
Tactic TK PS SH TK PS SH TK PS SH TK PS SH TK PS SH
----------------------------------------------------------------------------------------------------
Normal 1.0 0.425 0.425 | 0.425 1.0 0.425 | 0.425 0.425 1.0 | 0.67 0.87 0.3 | 0.3 0.87 0.67
Defensive 1.2 0.25 0.0 | 0.8 0.75 0.25 | 0.5 0.25 0.75 | 0.9 0.65 0.125 | 0.65 0.65 0.5
Attacking 0.95 0.5 0.75 | 0.0 1.0 0.75 | 0.0 0.65 1.5 | 0.25 0.9 0.65 | 0.0 0.85 1.15
Cntr. Att. 1.0 0.5 0.25 | 0.5 1.0 0.25 | 0.5 0.5 1.0 | 0.75 0.85 0.25 | 0.6 0.85 0.6
Long Ball 1.13 0.25 0.8 | 0.7 0.5 0.8 | 0.25 0.25 1.3 | 0.9 0.4 0.5 | 0.3 0.4 1.1
Passing 1.0 0.75 0.3 | 0.25 1.0 0.25 | 0.25 0.75 1.0 | 0.5 0.9 0.2 | 0.2 0.9 0.5
European 1.0 0.3 0.4 | 0.25 1.25 0.4 | 0.2 0.4 1.0 | 0.7 1.0 0.15 | 0.15 1.0 0.7
DEFENDER MIDFIELDER FORWARD DEF MID ATT MID

10(b) Tactic Bonuses

Normal (against E & A)
+0.25 to SH of MF's
+0.25 to PS of FW's
+0.25 to TK of MF's
+0.23 to SH of AM's
+0.13 to PS of AM's
+0.23 to TK of DM's

Defensive (against L & P)
+0.25 to TK of DF's
+0.25 to TK of DM's

Attacking (against D & E)
+0.5 to SH of FW's
+0.25 to SH of AM's

Counter Attacking (against P & A)
+0.5 to SH of MF's
+0.25 to PS of DF's
+0.25 to SH of DF's
+0.4 to SH of AM's
+0.1 to TK of DM's

Long Ball (Against C & N)
+0.2 to TK of DF's
+0.25 to PS of DF's
+0.1 to TK of DM's

Passing (Against L & N)
+0.25 to SH of MF's
+0.25 to TK of MF's
+0.25 to SH of FW's
+0.25 to TK of DM's
+0.25 to SH of AM's

European (Against C & D)
+0.25 to PS of DF's
+0.25 to SH of DF's
+0.25 to PS of FW's
+0.1 to PS of AM's
+0.1 to PS of DM's</pre>

10(c) Default Tactics - the "T tactic"
Should a side fail to submit a sheet, or make an error in their teamsheet, they end up with a default teamsheet with a 442T tactic and formation. The T tactic uses the N tactic as its base of values, and all players will play at 100% but the offending team will not receive any points from the game regardless of the outcome. Any side facing a T sheet will always hold a tactical advantage.

11: Match Fatigue
As you would expect, players tire while playing, and this has an effect upon that game only, no fatigue is carried over for following fixtures. All skills, except stopping (keeper), will gradually reduce to approximately 70% of their starting value by the time 90 minutes are reached. Extra time will take them further lower. Obviously bringing fresh legs on towards the end of a game will be beneficial in many cases, depending on the aims of the manager.

12: Youth Academy Ratings
At the end of each season a lot of youth players turn 21 and can no longer play in the youth league. To replace these players each UCFL club has a youth academy. The academies are each given a star rating, and the better the rating, the more likely it is to produce a good player.

Academy stars are awarded with the following criteria. All sides start with a base of one star, on top of which the following apply:
(a) Unerrored Youth League Teamsheet Submissions for the past youth season (youth cup games do not count in total):-<pre>
0 - 9 Sheets - 0 stars
10 - 16 Sheets - 1 star
17 - 19 Sheets - 2 stars
20 - 22 Sheets - 3 stars
(b) Youth Division of the team for the past seasons:-
Youth Prem - 3 stars
Youth Div 1 - 2 star
Youth Div 2 - 1 star
(c) Media money earned over a season:
0m - 4m - 0 stars
5m to 14m - 1 star
15m to 24m - 2 stars
25m and above - 3 stars</pre>
(d) 1 star is awarded to any youth team winning a division, and also to the top 3 finishers in the Youth Premiership. A maximum of 1 star can be won in this category.
(e) One star is awarded to the winner of the youth cup.

13: Academy recruits
Each academy will produce 8 players, but each team can only select 4 of those 8 players to go into their team. Each team must select 4 players.

Any club who receives a 9 star academy rating or above (calculated as detailed at 12 above) will be afforded an extra player pick from their academy, so can select 5 of the 8 rather than 4.

Any club with a 10 star academy rating will have one of their normal academy runs run with the settings at a better skill range.

Any club with an academy rating higher than 10 stars will have two of their normal academy runs run with the players set at the same better skill range.

The unselected youth players will be lost to UCFL, so will not end up within the free list.

13: Player Injuries
Injuries are picked up throughout the season during games. The figure that a player is out for is stated in terms of league games and the maximum injury length is 7 weeks. Player injuries reduce by 1 after every league game. Cup games do not reduce the injury duration.

14: Player Suspensions
A player will pick up a 1 game ban when they reach 10DP, a 2 game ban when they reach 20DP, a 3 game ban when they reach 30DP and so on. Players pick up 2DP point for a booking, and 10DP points for a red card (regardless of if it was for 2 bookings or a straight red card).

15: Random Events
During the season, Random events are run twice each week. The 6 main balls from the UK Lotto draws on Wednesday and Saturday are used to create a seeding which selects the team and the event. These will be announced the morning after the draw.

The current list of possible random events is:

1 - Scouted 15 To 17 Year Old Player In A Position Of Your Choice - 90% Of The Current Market Value
2 - $5M Added To Your Clubs Finances
3 - 2500 Seats Added To Stadium
4 - 2 Extra Free Training Points EOS
5 - Scouted 21 To 25 Year Old Player In A Position Of Your Choice - 100% Of The Current Market Value
6 - One Extra Academy Player EOS At 10 Star Academy Rating
7 - One Free Foreign Loan For Player Aged 21 Or Over Next Season From Your Maximum Allowed
8 - 25 Aggression Points To Be Removed From Your Senior Squad - Split Between A Maximum Of Five Players
9 - Intense Physio Therapy For Next Injured Player, Reducing Injury Time By 1 Week
10 - Next Red Card To Be Overturned - player must be in your roster
11 - $7.5m Added To Club Funds
12 - Manager Fined 50% Of Next Gate Money For Abusing The Ref
13 - Foreign Offer For Youth Player Of Choice
14 - One Secondary Skill And One Tertiary Skill To Be Added To An Academy Recruit Of Your Choice At The Next Youth Draft secondary cannot equal main skill.
15 - 5000 Seats Added To Stadium
16 - Best Performing Player In Your Next Senior Match Receives Double Abs
17 - Scouted 26 To 30 Year Old Player In A Position Of Your Choice - 90% Of The Current Market Value
18 - 500 Secondary Abs To A Player Of Your Choice
19 - One Extra Academy player At The End Of Season With Software Being Run At 11 Star Level
20 - One Free Foreign Loan For Player Aged 20 Or Under Next Season From Your Maximum Allowed
21 - Cash Injection Of $1m From The Board
22 - Scouted 21 To 25 Year Old Player In A Position Of Your Choice - 90% Of The Current Market Value
23 - Stadium Repairs Required Costing $1m
24 - One Extra Training Point EOS
25 - $10m Added To Club Funds
26 - 450 Main Skill Abs Added To The Player Of Your Choice, Senior Or Youth
27 - Two Free Training Points For Immediate Use
28 - Best Performing Player In Your Next Youth Match Receives Double Abs
29 - Scouted 18 To 20 Year Old Player In A Position Of Your Choice - 100% Of The Current Market Value
30 - 20 Aggression Points To Be Removed From Youth Squad, To Be Split Between A Maximum Of 4 Players
31 - Double Gate Money For Next Home Game
32 - Foreign Offer On Senior Player Of Choice
33 - Next Injured Player Cured By Radical New Treatment
34 - 1500 Seats Added To Stadium
35 - Scouted 15 To 17 Year Old Player In A Position Of Your Choice - 100% Of The Current Market Value
36 - Two Extra Training Points EOS
37 - $15m Added To Club Funds
38 - Scouted 26 To 30 Year Old Player In A Position Of Your Choice - 100% Of The Current Market Value

16- Training
Training in UCFL is a youth training scheme only that allows players who are aged 20 or under at the start of the season to receive a boost to their secondary and/or tertiary skills.

A maximum of 6 training points can be used per team and these need to be used before the UCFL Super Cup is played.

Each side is allocated 2 points for free and a further 4 can be purchased for $1.5m each.

Training points can be used to improve the secondary and/or tertiary skills of outfield players or the primary skill of a goalkeeper. Outfield players cannot have their primary skill increased.

It costs 1 training point to increase an outfield player's secondary or tertiary skill by 1 point.

It costs 2 training points to increase a goalkeeper's stopping skill by 1 point.

Restrictions:

2 training points can be used to improve any secondary/tertiary skill if it is rated 9 or below.

1 training point may be used to improve a skill if it is rated 10 or above.

Training cannot be used to increase a secondary/tertiary skill to equal or exceed the primary skill of the player.

A GK's Stopping skill cannot be increased to equal or exceed their age.

17- Managerial Referrals Scheme
Should a current manager recommend or source a new manager for UCFL, then their club will be rewarded should this manager join and participate in the league. The club will receive $1.5M if the manager that has been referred stays in UCFL for a period of 1 month. A further $3M is due if the manager referred remains in UCFL for a period of 1 season.

18- Advertising for UCFL
Managers can advertise the league in forums, online listings, blogs and so on. For each unique advert placed by a manager their club receives $1M. Should any managers join the league from these adverts then the Referrals money in Rule 17 apply.
Darlington Dave
Darlington Dave
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Join date : 2018-03-03
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