1. My question is, if I use the editor to increase the amount of world class and international calibre players exisiting at the start, will that affect the re-gen of future players? i.e. will the re-gen system start producing more international and world class calibre players, as the number at the start of the game has gone up due to my edits?
Yes it will.
That is great news! If a new player is regenerated of the same calibre as a player just retired, will they have the same position and the same attributes or are those randomised within the range of whatever calibre player they are?
3. You seemed to have missed my question about what you meant be "next release," i.e. were you refering to an upcoming patch, and if you were, a rough idea of when it might be coming?
We are always looking to improve the game, with updates, and also for the next version of the game. Indeed there will be a further update that should be live by Monday, which will correct an issue with offsides, It is simply not possible for us to have a rigid schedule, so sorry I can not give specific details and dates on changes.
Great to hear there will be an update shortly. What I am trying to find out is whether attribute aging is going to come in shortly or whether it will only be included when a totally new version of the game is released, for example, "Rugby Team Manager 2016". To my mind the game really needs this change and to have to wait until a new 'version' of the game is out would be a crying shame. So is it possible for you to say whether aging will come in with a patch for the current 2015 version, or will it have to wait until a later version?
I had a simple idea for aging that shouldn't be that difficult to implement, which could be added as an option when you start the game, if you needed a stop-gap measure for the current version of the game:
A player's actual attributes start off when a player becomes 19 years old six points lower than their maximum. By maximum I mean the attribute level they would have normally in the game if there was no aging. Every time a player ages a year there is a chance that the attribute goes up - 50% it goes up by 1, 25% it goes up by 2, 25% it does not go up at all. This is done individually for all attributes a player has. This would mean, on average, a player reaches their attribute peak at age 24 (which is reasonably realsitic), but some players can do it earlier, while some will take longer (you might want to put an upper age limit for aging benefits, say 27 - if a player has not reached his maximums in all his attributes by then, then it means he never reached his full potential - maybe he didn't work hard enough in the gym etc
). Just to make clear, a player's attribute levels cannot exceed the level they would normally have had if the game did not use aging. Getting older and attributes declining would work in much the same way - Every year a player ages above say 30, each attribute has a chance of going down. This could mirror the speed of attribute change when players are improving (i.e. 50% goes down by 1, 25% goes down by 2, 25% doesn't go down), or could be slower (i.e. 50% chance doesn't go down, 25% it goes down by 1, 25% chance it goes down by 2) - basically just pick the model you think represents the drop off you want.
This could then easily be tied into calibre, enabling a player's actual calibre to rise but also fall, which would be more realisitic and simulate older players not having the same calibre as they did when they were at their peak.. I would presume that when a player of a certain calibre is generated their attributes are generated within a range determined by their potential calibre e.g. a player with a potential calibre of World Class calibre will have attributes in a higher range than a player who has the potnetial to only be national calibre. If that is the case, then if any of player's attributes fall below the range of a particular calibre, then the player's actual calibre drops to whatever calibre level their attributes fall within of.
I really think the game needs aging effects, and the capability for a player's calibre to drop as well as rise. The system above may not be perfect, but would do the job until a better system was put in place, and if the option to use it was optional, then it does not impact on anyone who does not want to use it.
Any chance something like that could be put in place?