Special Awards: Difference between revisions
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15 infamous guys (17 * 0) = 0 | 15 infamous guys (17 * 0) = 0 | ||
3 dishonest guys (3 * 1) = 3 | 3 dishonest guys (3 * 1) = 3 | ||
That makes a total of 3 / 20 = 0.15 average (Good for dishonest squad) | That makes a total of : 3 | ||
This devided by the amount of players = 20 | |||
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(3/20) = 0.15 average (Good for dishonest squad) | |||
This is the average concept for all of the special awards. Teams have reached the achievements with limits under 0.25 from the extreme personality. So it is '''not''' known if a team can reach an achievement with a 0.35 0.50 or ... average of players. | This is the average concept for all of the special awards. Teams have reached the achievements with limits under 0.25 from the extreme personality. So it is '''not''' known if a team can reach an achievement with a 0.35 0.50 or ... average of players. | ||
Also it is '''not''' known if the trainer counts in these achievements | Also it is '''not''' known if the trainer counts in these achievements | ||
Revision as of 21:50, 21 June 2007
The special awards are focussed in the area of a players character. The agreeability, honesty and aggressiveness of your whole team has to match an average before you get the achievement. An example explains the working method: Let's say you want the special award: Dishonest squad. We have to focus now on all your players honesty. This is the tree with the values attached:
- Infamous (0) - Dishonest(1) - Honest (2) - Upright (3) - Righteous (4)
An example squad contains
15 infamous guys (17 * 0) = 0 3 dishonest guys (3 * 1) = 3 That makes a total of : 3 This devided by the amount of players = 20
(3/20) = 0.15 average (Good for dishonest squad)
This is the average concept for all of the special awards. Teams have reached the achievements with limits under 0.25 from the extreme personality. So it is not known if a team can reach an achievement with a 0.35 0.50 or ... average of players.
Also it is not known if the trainer counts in these achievements