What to do with 21 year olds

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boscorp
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Re: What to do with 21 year olds

Post by boscorp » Tue Oct 14, 2025 10:13 am

GM-crowfan65 wrote:
Mon Oct 13, 2025 11:14 pm
ok, so let's use this topic to discuss these things and see if we can't improve it.

Point 1. Player TImeline - what is the player timeline now as people see it?

Point 2. 21-24yo - What to do with them while we wait until they are 'better'?

Point 3. Clone Builds - How do we not train the players the 'same' so there is more variety?
1. I think the players timeline from 16-32 is adequately covered by a variety of managers for a good enough number of players to progress their career fully.
2. I'm possibly wrong but I thought div4 and div3 would really suit players in the 21-26 age bracket and the older players in the higher divs.
3. I have always been surprised that managers follow a standard training regime and don't explore more with some youth in trying to train special/different players. The match engine might respond well to a youth side with capable power or high technique. Unless that has all been tried.

I agree that improvements would be great but I don't really see a big failure in the progression. Is there a big shortage of game time for the 21-26 year old bracket?
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ArtisticFugue
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Re: What to do with 21 year olds

Post by ArtisticFugue » Tue Oct 14, 2025 12:13 pm

As someone who has only really been playing for about a season and a half, but who played previously for about 8-10 seasons towards the earlier days of the games life, it is quite apparent that not a lot has changed overall, which is both good and bad.

I have a few thoughts that may or may not be viable. Take with a pinch of salt as again, I've not been playing long enough for much of this to affect me yet.

For increasing player variety I'd probably look at replacing the 1 to 2 talents with something more like 3 or 4, and then increasing the pool of talents accordingly. There have been some really good talent ideas in this thread already, but a few that I have thought of include:

Big Game Player: gains some benefit to playing in front of a big crowd

Knockout specialist: excels in cup matches (another variant of one day/T20 specialist) - could also include mats, or not depending on power levels?

Wise: similar to some other suggestions, essentially skilled experience... Could also be just for youths much like prodigy is for training but maybe that would be too underpowered).

Catch specialist / runout specialist / boundary stopper: fielding talents that could improve a certain aspect of a player's fielding checks.

I can't think of a name for the last one but maybe something akin to finisher, only for batsmen who excel when they are in with the tail towards the end of an innings.

I do like the suggestion above about having talent "levels" and being able to train those to a point, with maybe the expense of playing games (and getting experience) or training attributes. Potentially this would have too much of an effect on performance vs. wage though so that would need to be considered.

Also very much for under 25s games or something similar in order to help bridge the 21 to 25 gap others are talking about. Potentially another thing could be some kind of mentorship system, where the older playing players could share their experience gains with a younger player in the squad, or something like that?

I can't really comment on training homogeneity too much as I'm not really at that stage in my squad building yet, but there is a general consensus is keep primaries equal to tech and build power later etc. which I can see leading to pretty homogenous players - whether that is actually he best course or not I don't know. There could be some consideration for having some player (or roles?) benefit more from certain secondaries. This could also be reflected in the talent ideas above (for example a player could especially benefit from having high power, or endurance, something like that which might incentivise training those physical attributes earlier).

That was probably a bit of a ramble but maybe there's something in there that could be of use.

All the best,

AF

CoachKnapovic
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Re: What to do with 21 year olds

Post by CoachKnapovic » Tue Oct 14, 2025 1:33 pm

You're not Butlee are you?
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ArtisticFugue
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Re: What to do with 21 year olds

Post by ArtisticFugue » Tue Oct 14, 2025 6:23 pm

CoachKnapovic wrote:
Tue Oct 14, 2025 1:33 pm
You're not Butlee are you?
I recognise the username but no, sorry. My original account was mutatedfreek. For obvious reasons I didn't choose that agin. What a dumb username!

AF

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Re: What to do with 21 year olds

Post by MrMoose » Tue Oct 14, 2025 9:19 pm

Lots of good suggestions already - I really think better utilising talents is important. I like the suggestion of being able to train them (I think possibly seperate to skills). Maybe there’s base talents that only get generated at birth (think natural born gifts) and then trainable talents (ie the teenager who gets a gun hand eye coordination from 100s of hours hitting a golf ball on a water tank or the fitness boost from years in the gym).

The timeline for me right now:
16-18 develop into youth players
18-21 youth players
21+ developing seniors playing immediately for exp boost
25+ sell to keep wages down and generate funds as finances tighten

Obviously this is not the norm but I’m not too fussed about club success.

I don’t hate the idea of an U25s league but don’t think it should replace any formats (unless experience gains are reworked completely). Don’t hate the idea of Youth or U25 cups. Possibly on Wednesdays or Saturdays (would need to allow friendlies on top to ensure friendly competitions can continue).
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BigglyG
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Re: What to do with 21 year olds

Post by BigglyG » Tue Oct 14, 2025 11:53 pm

As others have noted there is too much "sameness" in player development. People look at Turbz spreadsheet and figure out the best way to train. Its the Stepford Wives of cricket. There have been several methods of changing that suggested. I would be happy to see one of them implemented.

In real life there are players who are world class at 21. Not in FTP. The prodigy skill could be adjusted to get those players a bigger boost.
Its not that every 21 yo should be better, but some should. How about a prodigy 1, prodigy 2 and prodigy 3 skill. I believe prodigy is a 3% boost, make it 3, 6 and 10 percent. You don't have to tell the owner which prodigy they get for their player, let them figure it out over time.

The code for the game is big and complicated, you need suggestions that are easy to implement within the current code structure. If these suggestion are too hard, just make prodigy much more than 3%, thats an easy fix.

Another "easier" fix is to take the batting and bowling skill talents and make them more effective up to age 24 say, or randomise them, depending on the code.

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Re: What to do with 21 year olds

Post by Muff » Wed Oct 15, 2025 1:59 am

boscorp wrote:
Tue Oct 14, 2025 10:13 am
3. I have always been surprised that managers follow a standard training regime and don't explore more with some youth in trying to train special/different players. The match engine might respond well to a youth side with capable power or high technique. Unless that has all been tried.
The issue with Power on youths is that its recognized as a very inefficient way to train
The only way to make it work currently is if the youth player is a 'club player' and you can sacrifice their potential.

A point for differentiation would be to have a talent that inverts the training curve IE a player that trains power at 100% from 19-24 but allows primaries to train quicker when they are slightly older. The player still ends up the same skill but it would incentivize having high powered young players and which makes them more effective at a younger age, and allows them to get more experience earlier.
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Cottonball
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Re: What to do with 21 year olds

Post by Cottonball » Wed Oct 15, 2025 5:35 am

Thanks for jumping on this Crow and looking for various suggestions :)

Point 1. Player TImeline - what is the player timeline now as people see it?

For this, I would say similar to many posts here. Irrespective of when managers actually play various ages, youth players are only top quality/selectable for nat from mid-19s-21. I would be quite shocked if an 18 have ever toured at nat level. I would say a similar theme is in Senior levels where sure many managers play younger players for finances or while building, but they are not top level competitive or anywhere near nat selection between 21-25. Essentially players are then just in a growing phase until 19 and once they pass 21.

I think it would be really great to see some gun players come through at completely different ages.

Point 2. 21-24yo - What to do with them while we wait until they are 'better'?

While new comps for u25s would be interesting, it doesn't solve the problem of clone builds - it just gives us something to do with them while they continue to build. For me, the ideal would be finding ways to make them playable in the current system.

Point 3. Clone Builds - How do we not train the players the 'same' so there is more variety?

As others have suggested, way more talents and also traits (late bloomer etc etc). Across a whole range. Like people said, big match etc etc but also ones that might activate inside a game of what's happened. For instance 'Pressure Builder', if a bowler gets a maiden, then their chance of getting a wicket in the following over increases by x%.

Faster acting prodigy talent (or the tiered structure mentioned) would increase the range for youth players by making them playable at 18 at national level. This would then convert to the senior system with players at 23-24 becoming selectable ahead of some at 27,28,29. Similarly the various traits that people mentioned like those that are super good until 26 then lose skill earlier or those that might retain skills longer. So one talent would make a player nat level at 23 but they would crash out at 26/27 and another talent would have a player train at normal speed but then keep their skills + growth all the way to 35. Then nat sqauds could have 24yo and 35yo in same team.

I really think so much can be done with form and exp to make squads be much less set and forget for the season. Certain levels of form could even trigger various 'pop up' talents that the players keeps until their form drops. These could be 'On Fire Bowler' or 'In Form Batter' where they continue to receive more benefits to their overall/in game actionables so for instance a boundary hitter who is in form then would have their talent increase in percentage or a NBB would increase the effectiveness based on the form also.

For me, if more things are tied to form and exp, then it makes so much more of the game change from week to week and be much less predictable as if a player is in form they will have various new aspects or if they're out of form the opposite and you might even be best benching a player 2 weeks to recover their form back to base level etc.

Note, form would have to be slightly evaluated to avoid Div 3/4 players getting insanely good form and being way overpowered. Good performances in Div 1 would need to be adequately weighted where a 30+ player run score in div 1 is equivalent to a 80+ run score in Div 3/4 or whatever the correct calc.
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