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It's simply a case of finding a successful formula for each position, and then forgetting about it until you have to apply it to a new signing. The issue with the automatic coaching option is a terrible oversight, though, and something that will force everyone to get involved with a training system that isn't, in truth, particularly interesting. If they were, the features that they attend to would become effectively redundant: why would there be a need to change anything? If they were to all work at a level that was, say, 50 per cent to 75 per cent effective, that would be acceptable, leaving room for improvement for those who hanker for a completely hands-on approach (and, naturally, rewards for doing so). I can appreciate that AI helpers can't be perfect. Their more pertinent attributes drop as a consequence, in addition to their transfer value and effectiveness on the field. This can lead to strikers taking defensive lessons and your defenders honing their attacking skills, to the long-term detriment of both. For a reason Codemasters only know, your head coach appears to focus on each player's weakest attributes when assigning training schedules. This neatly addresses the issue of players being confronted by a perilously steep learning curve, and you can subsequently fine-tune your responsibilities as and when you feel inclined to do so.Īnnoyingly, though, if you simply want to pick the team, choose tactics and make transfer bids on a permanent basis, you'll soon encounter a serious problem. After selecting your team, you can delegate various duties - such as training, contract negotiations and commercial activities - to your backroom staff. In principle, one of the most thoughtful aspects of LMA Manager 2006's design is that it enables you to choose your level of involvement. Comprehensive search options: a good thing. It's really not as daunting or demanding as you first suspect. You soon find yourself comfortable with familiar rat-runs through sequences of screens, dealing with problems and opportunities as they arise. Any developments pertinent to the running of your club appear in a mailbox screen, and frequently direct you to scout reports, coaching assessments and transfer dealings. There's a suitably sizable player database, a fixture calendar that features all the major cup and league fixtures you might expect, and a Sky Sports News-style information service called Football One that pops up regularly to provide information on results, player moves and other such events. There are eight countries to choose from, each with at least two leagues. In terms of scope and size, LMA Manager 2006 certainly feels impressively large. It has a somewhat cumbersome feel, especially at first, and obviously lacks the immediacy of a mouse-operated system, but it's never less than functional once you overcome an initial period of bewilderment. Handily, ways in which you can interact with each page are always highlighted in a 'help bar'. These provide access to groups of sub-menus that you can navigate with the analogue sticks and directional pad. The left and right trigger buttons are used to cycle through nine icons in the bottom left-hand corner of the screen. Its interface isn't particularly intuitive, but it's something that you soon become accustomed to using. LMA Manager 2006 doesn't have a similarly cataclysmic design flaw, but it's very much a game of two halves. I didn't play it again, and - this being 1988 - felt positively virtuous for having pirated it. In fact, I found that you could simply sell your entire fourth-division first team, buy Gary Lineker (or an equivalent big-name player), and allow him to single-handedly win matches for you.
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I really enjoyed it until I discovered that you didn't actually need to field a full eleven in each match. game and database engine, a Transfer Market system with greater depth.As a kid, I discovered a £1.99 football management game for the Spectrum called On The Bench. LMA Manager 2007 is a thorough evolution for the genre-leading.
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