OFMC RULES FOR SEASON 7 


WELCOME ...

... to Online Football Management Challenge or OFMC for short.
We hope you enjoy playing.



How To Join
New managers/players can apply to join the forum and then submit a message with a team they wish to manage, they can check out the available jobs thread on the forum
or alternatively send an email to Dazoctaron


ESMS WITH A DIFFERENCE

OFMC is an ESMS that allows managers to choose all aspects of their club.
Player names, player nationalities, player ages and player skills.
Team name, team logo, home and away kits.
Stadium name, stadium sponsor and club sponsor.
These are some of the options that up to the manager.


THE FORMAT
There will be at least one league match every game week and a midweek match,
usually a cup match for teams that are eligible,
with matches being played on Saturday and Wednesday evenings.
Teamsheet dealines will be 6pm Saturday and 8pm Wednesday UK time unless otherwise notified.

LEAGUE
Currently the league consists of two divisions.
Division One
This currently contains 16 teams. The bottom 3 teams will relegate to Divison Two.
Division Two
This consists of 16 teams. The top 2 teams will automatically promote to Division One.
The teams finishing 3rd,4th 5th and 6th will contest the Division Two promotion playoff.
The playoff winner will then take their place in Division One next season.
All playoff games will be staright knockout games over a single leg
with extra time and penalties being used if necessary.
The highest ranked team will have home advantage.


CUP COMPETITIONS
Initially there will 2 cup competitions

THE EA KNOCKOUT CUP
The EA cup is a straight knockout competition that includes all 32 teams from OFMC
It is a straight knockout competition played over a single tie.
Extra Time and penalties will be used to settle ties in the event of a draw.
The semi-fianls and final will be played at a neutral venue.

THE XBOX LEAGUE TROPHIES
The first round will be played in a group round-robin format.
Each group will contain 4 teams and they will play each other home and away.
The winners and runners-up in each group will then qualify for the quarter finals
The four group winners will play the four group runners-up
with the best team playing the worst team.
No teams from the same group can play each other in this round.
All knockout games will be a take place over 2 legs.
Away goals will not count and extra-time/penalties may be used if needed.
The final will be a single match played at a neutral venue.

SQUAD SIZE
Because 16 players are needed in order to participate in a game there is a minimum requirement
of 19 players in your squad and a maximum limit of 28.
There is a minimum requirement of 4 defenders, 4 midfielders and 3 forwards in your squad
You do NOT need to have more than one keeper in your squad, although it is recommended,
but no more than 3 goalkeepers will be allowed.

If at any point a team is unable to field 16 players for a game then they will receive
a 6-0 loss for that game, lose any abs gained and receive a £30 million pound fine.



MINUTES
Every player in your squad will be required to play a certain number of minutes.
The amount needed will be dependant on the skill of the player.
With higher rated players needing to play more than minutes than lower rated players
If a player increases skill during the season for any reason then the number of minutes
that they will be required to play will also increase.
An exception will be made if they increase skill through playing games
and once the transfer window has closed for the seaqson,
in which case the minutes will calculated on the skill prior to the increase.
An exception will also be made if a player has been injured for a total of 7 games
(about 25% of total minimum games) or more where his minute requirement will be reduced pro-rata.
No expception will be made for missing games through suspension.
The number of minutes required is calculated according to the players skills and will be shown on the club page.
If a players minutes are in bold blue then he has exceeded his minute requirement.
If his minutes are black then he is within 20% of making his minutes.
(He cannot have his minutes increased 'artificially')
However if his minutes are red then he has made less than 80% of his required minutes.
From Season 7 keepers will not have a minute requirement
For Season 3 onwards a captains will not need to 'make thier minutes'.
This means that if a captain falls short on minutes he will not be penalised but he will still need to make his 'required minutes' in order to qualify for re-rates and excess minutes (see below)
These players will have their nationality shown in CAPITALS on your club's text roster
and will be named at the top of your club page

The following rates are currently under review
to take into account the extra games being played this season


MAIN SKILL MINUTES
13 or less 40 x skill
14 65 x skill
15 85 x skill
16 105 x skill
17 and over 125 x skill
12 minutes for every secondary (not keeping) will also be added
No player will require more than 2350 minutes regardless of skill

EXCESS MINUTES
  Any player aged 21 or less and rated 16* or less that exceeds their minute requirement will have their EXCESS minutes
converted into abs that can be used at the beginning of the following season to increase their ability.
Excess minutes are linked to player skill and only 70% of any excess can be given to the main skill.
(Playoff matches and cup finals are NOT included for excess minute purposes)

MAIN SKILL % OF EXCESS
13 or below
100%
14
80%
15 70%
16 50%
* If a player starts the season rated 16 and increases to 17 before week 22
he will not be eligible for excess minutes
For example if a skill 14 player has an excess of 450 minutes he will receive (80%) 360 minutes.
Of those 360 70% can go on main (252) and the remaining 108 must be used on secondary skills.


NOT MAKING MINUTES
Any player that does not make his minutes (plays less minutes than required) will lose
an amount of abs based on the number minutes missed and his main skill.
Players rated 14 or less that do not make their minutes
will be released from teams for free.
Players rated 15 will lose abs at double the number of minutes missed.
That rises to triple the number of minutes for skills 16 and 17.
At skill 18 and above the rate increases to quadruple the number of minutes.
Secondary (both) abs are lost at half the rate of main abs.
EG: A player misses his minutes by 280
At skill 15 he will lose 560 main and 280 secondary
At skill 16/17 he will lose 840 main and 420 secondary
At skill 18+ he will lose 1120 main and 560 secondary


CAPTAINS
At the start of each season you will be able to select an outfield player to be your captain.
The captain CANNOT be sold and will receive bonus abs to their stats during the period that they are captain.
NEW FROM SESON 3 - Captains do not need to make their minutes
The captain will receive a 600 abs bonus to their main and 300 abs bonus to BOTH secondary skills.
Captains aged 30 or older will receive a 1000 abs bonus to their main and 500 abs bonus to BOTH secondary skills.
These abs are removed when they are no longer captain and at the end of every season
before a reset is done in preparation for the new season.
Players can rise in skill by having these abs applied but will drop back down again if their
abs drop below 1 when these abs are removed.
eg: A player who is captain has a Ps of 14 and a Pab of 424.
Once they are no longer captain their Pab will drop below 1 and become 824 meaning that their Ps will drop to 13.
Captains CANNOT receive training that other players can (see training)
Captains will be indicated on your squad list by their name displayed in capital letters.

TRAINING
At various points in the season and anytime during pre-season you will have the opportunity to train
some of your players in order to increase their abilities and/or skills.
Only secondary abilities/skills can be trained in this way and any team can is able to do this during the season.
Goalkeepers cannot train secondary skills.

No player can have more than 1500 abs added through training and no abs can be added to the player's main skill.
Secondary skills can only be raised to within 2 of the players main stat or a maximum of 15
(eg. main stat is 12 the secondary can never go above 10)
and only enough abs to achieve this. (eg: abs are 301 then only 700 abs can be added, not 1200)
Clubs can spend a maximum of £20,000,000 on training during a training period.
Please note: Captains CANNOT be trained in this way and players
that have been trained will be ineligible to be made captain.


The initital training cost will be as follows:

AGE RANGE COST PER 100abs
21 and under 700,000
22 - 29 400,000
30 and over 300,000


RE-RATES
Young players get better through games and training, whilst older players tend to drop in skill as they get older.
To reflect this there will be end of season re-rates for players of certain ages.
Players aged 21 or under will need to make their minutes in order to qualify for re-rates.
There is a minimum gain or loss but this can be altered dependent on how the player has performed during the season.
The following are the basic bonuses/reductions at the end of the season:


GOALKEEPERS DEFENDERS MIDFIELDERS FORWARDS
AGE Stabs Tkabs Others Psabs Others Shabs Others
16-17 +500 +400 +200 +400 +200 +400 +200
18-19 +400 +200 +100 +200 +100 +200 +100
20-21 +200 +100 +50 +100 +50 +100 +50

 
 
 
 
31
-100 -50 -100 -50 -100 -50
32-33 -50 -200 -100 -200 -100 -200 -100
34-35
-150 -300 -150 -300 -150 -300 -150
36+
-300
-400
-200
-400
-200
-400
-200

AGING
Players will after every season.
Goalkeepers will retire once they reach 40 years old and outfield players will reitre once they reach 38 years old.
So if a goalkeeper is 39 and he is due to reach 40 during the aging process pre-season
he will retire at the end of that season.
The same applies to an outfield player who will reach 38 during pre-season.
Please note: Aging takes place AFTER re-rates are applied

PLAYING GAMES
Playing games is one of the major elements of OFMC and the way this is done is by the use of team sheets.
Using the teamsheet is the managers way of communicating his team selection,
formation, tactics and substitutes to the match runner.
There is a link on the forum to the submitter for you to submit your teamsheet.
The submitter has an option to 'paste' a text version of your teamsheet,
but most managers opt to use the advanced submitter.
The advanced submitter automatically stops you from selecting injured or suspended players
whilst still allowing you to enter your own conditional commands.

TEAMSHEETS
This is where the action is as manager of your club,  your team sheet is the selection of players, formation
and tactics you make for each game along with a set of instructions for your players to follow in certain situations.
OFMC operates a teamsheet submitter for you to pick your team.
You can select your tactic, player positions and players from dropdown menus and
there is room at the bottom for you to enter any conditionals you wish to use.
You can if you wish send your sheet in a notepad file with the .txt format and can
also be pasted in a forum message to the relevant administrator of the league.

// the team's 3 letter abbreviation is aft - meaning its roster is aft.txt

aft

// start playing the game P - passing

// The opening squad: the formation is 4-3-1-2

GK T_Edua
DF J_Balboa
DF B_Ekse
DF X_Solatti
DF PJ_Plant
MF I_Gustavson
MF M_Fowler
MF Morinho
AM F_Longfellow
FW M_Ecuarti
FW I_Edo

// The subs

GK W_Pfarcec
DF T_Vittorio
MF D_Rombart
DF M_May
FW F_Iksandr

// Primary penalty taker

PK: I_Edo // Orders

AGG 7  // The level of aggresiion your play (1-20)

// Change tired for fresh players on the 70th minute
SUB 9 12 DF IF MIN = 70
SUB 7 14 MF IF MIN = 70

// Change the worst DF to play as MF if we're not winning after the 50th minute
CHANGEPOS DF MF IF MIN >= 50, SCORE <= 0

// The following 3 orders happen if the team is losing somewhere after the 65th minute.
// It's an obviously offensive scenario: the tactic will change to Attacking, we'll move
// a player up front from AM to FW and bring in another AM instead of a MF
TACTIC A IF MIN >= 65, SCORE < 0
CHANGEPOS 9 FW IF MIN >= 65, SCORE < 0
SUB 8 15 AM IF MIN >= 65, SCORE < 0

Positions:
GK = Goalkeeper
DF = Defender
DM = Defensive Midfielder
MF = Midfielder
AM = Attacking Midfielder
FW = Forward
The first 11 players are the starting 11, the next 5 are the substitutes.

Sample Orders
To make things clearer, here are some sample orders with explanations:
TACTIC A IF MIN >= 45 SCORE =< -1
Tells the program to change the tactic to attacking if it is later than the 45th minute
and your team is losing by one or more goals.
TACTIC A IF MIN => 45 SCORE =< -1 SCORE > -4
Tells the program to change the tactic to attacking if it is later than the 45th minute and your
team is losing by one or more, but less than 4 goals.
CHANGEPOS 9 MF IF MIN <= 20 SCORE >= 1
Changes the position of J_Doe to MF if it's earlier than the 20th minute and your team leads by one goal or more.
SUB MF 12 DF IF MIN = 60 SCORE => 1
Substitutes the worst MF of your team for player 12 (that will play DF) if you
are leading by one goal or more on the 60th minute.
CHANGEPOS FW MF IF RED MFC MIN >= 50
Changes the position of the worst FW of your team to MF if some MF got a red card after the 50th minute.
SUB 2 13 DF IF INJURED DF
If player J Balboa is injured he is replaced with defender from the bench.

CHOOSING YOUR TACTIC
Your tactics will decide how your team will play and how your players will use the skills at their disposal.
The earlier example used the P tactic, but you can choose from 7 different options.
Additionally, each tactic enjoys a bonus against other tactics, but suffers a disadvantage against different tactics.
Managers will try to predict the tactics employed by their opposing manager,
and counter these in order to try and dominate the match.
This gives a weaker team a fighting chance against a stronger team.
In OFMC we have made some changes to typical tactics used in other ESMS management games.

The options are:-

TACTIC BONUS AGAINST
N- Wingers European & Attacking
L- Long Ball Counter Attack & Wingers
P- Passing
Long Ball & Wingers
C- Counter Attack
Passing & Attacking
A- Attacking
Defensive & European
D- Defensive
Long Ball & Passing
E- European
Counter Attack & Defensive

NB:    Wingers - (Side forgets defending and just focuses on attacking therefore you need to
play with 1 or 2 DM's with good defense skills to cover wingbacks pushing forward)

In the tactics.dat file we have made adjustments to how the tactics are played with the game engine.

FORMATIONS - Maximum and Minimum Positions
There are five different positions used in ESMS, to give each team a different set of formation abilities.
Apart from the Goalkeeper, your outfield players can play in defence, defensive midfield, midfield, attacking midfield forward.
Each position uses the players skills in different ways, but the way they are used is
self-explanatory and you can relate to real life on where and how your player will play.
We have made changes different to other games to give managers more variety in formations and more tactical thinking.
The following boundaries need to be met by all clubs when picking their teams for the games.

POSITION MINIMUM MAXIMUM
DF 3
5
DM 0 2
MF 3
6
AM 0 3
FW 1
3

The minimum MF total of 3 includes DM, MF and AM and must be 3 across all these sub positions
The midfield maximum of 6 includes DM, MF and AM positions and must not exceed 6 across all 3 positions.


MISSING A TEAM SHEET AND TEAMSHEET ERRORS
If a manager submits a teamsheet that contains more than 3 errors
(other than during a trial period) then the team will use a SET SHEET.
If a manager fails to submit a sheet for a match his team will be given a SET SHEET and forfeit any abs gained for that match
In the case of a 4th missed sheet your second choice keeper will be selected with the set sheet.
Once a 5th sheet is missed a set sheet will be used with a complete team of reserve players.
A set sheet means that your team will play with a random formation using the N tactic and no extra instructions,
putting them at a distinct disadvantage.

If a manager misses 3 league teamsheets in a row then they will be sacked as manager.

Please make sure that you do not select players that are injured or suspended in your teamsheet.
This will cause an error to be recorded.

MATCHDAYS
Before you create your teamsheet you should consider checking out your opponent.
This can be done by going on forum and checking out the last matchday report.
Once you know who your next opponent is you can click the match reports
link to view match reports for previous matches.
You can also look at your opponent's roster to see what players are available for selection from their club page.
These pieces of information may help you to predict what team and tactics your opponent may play.
Your managerial experience is then needed to decide whether to try and counter their
playing style and formation or stick with your favoured tactics and formation.
Once you have created and submitted your teamsheet to the admin team the
games will be run by one of our match runners.
As the matches are simmed in the free time of the match runners,
games are posted as and when the admin staff can do so.
This could be any time during the 24/48 hours following the teamsheet deadline
but are usually available within a couple of hours.

Once the games have been simmed the admin member will post a 'Post Match Reaction'
thread on the forum to indicate the match reports are viewable on the website.
Simply click the 'Match Reports' link followed by the round you wish to view.
The main website will be updated with the league tables, key statistics
like scorers, passers etc....matchday and any headlines news.

DISCIPLINARY POINTS
Players will receive 2 dps (disciplinary points) for a yellow card and 8 dps for a red card.
For every 8 dps a player accumulates he will be suspended for one match.

INJURIES AND SUSPENSIONS
These should be checked on your roster to ensure you do not pick players who are unavailable for selection.
Players that are injured will be coloured red on your club page.
Players that are currently suspended will be coloured purple.

UNMANAGED CLUBS
Unmanaged clubs will have teamsheets submitted for them by the Admin team.
They will deploy a random formation and play with a random tactic but will not employ any additional instructions.
All functions of an unmanaged teams will be monitored by the Admin team.
This includes fielding any bids for their players, updating facilities if needed and
ensuring that they have enough players to fullfill their fixtures.

MANAGER OF THE MONTH
Every month each league will award a manager the title of Manager Of The Month,
along with a 'performance of the month' for a team that has had an execeptional result or a big improvement
The manager will receive 400 abs to distribute amoungst his squad.
He can award these abs in blocks of 10 to any player in his squad and these can all be given to one player
but no player can have more than 800 abs awarded this way in a season.
These abs can also be added to a players main skill.

CARETAKER MANAGERS
There will be clubs within the leagues without managers and under the control of the Admin team.
These teams are eligible for managers to become 'caretakers' in addition to managing their own teams.
If for any reason, a cup tie perhaps, both teams should meet then the
caretaken team will be given a random sheet for the game.
Caretakers have the same powers as normal managers but winning at all costs should not be their aim.
Caretakers should avoid going into debt, missing teamsheets and maintaining large squads.
The aim of the caretaker should be to make the club attractive for a manager to take over.
This means updating the clubs facilities, lowering the average player age and making the club run at a profit,
whilst still being able to compete.
If you wish to become a caretaker of a club then simply send a message to the relevent Admin
who will consider your application and get back to you.

If caretaker clubs can achieve the above each week they will be rewarded with
a cash boost of 2,000,000 and 20 minutes to add to any player*.
*As long as that player has NOT made his minutes

MOVING CLUBS
Managers (permanent and caretaker) will only be allowed to move cubs once per season
and only if it is approved by admin.
Once a manager has moved clubs he will NOT be able to sign players from his previous club
for a minimum of 4 weeks, unless a new manager is appointed within this period and
then this will mean the transfer ban will expire.
Offers for the vacated team's players will not be considered for a minimum of 2 weeks of a manager leaving.
This is to prevent the poaching of players and the weakening of the previous club.
The exception to this will be if a mananger moves during the offseason, in which case
they are free to buy and sell immediately, although the 4 week rule for their previous club will still be enforced.
The only way a manager can move more than once a season is if he is asked
by admin to manage a currently unmanaged team.
The manager is free to accept or decline this offer but if the offer is accepted
the transfer ban rules above will NOT be applied.
When a new manager is appointed at any club he has the right to cancel any pending transfers
that were agreed if the club was previously unmanaged.
Any deals that were struck by a previous active manager though CANNOT be cancelled.

TRANSFERS
Transfers play a huge part in the game.
There are guide prices for players but every manager will have a different idea of the value of players.
Managers are free to negotiate transfers between teams but the final approval for a
transfer will be made by Admin who will process the transfer if everything is ok.
If you wish to negotiate a transfer (buying or selling) with an unmanaged club then a message
must be sent to the relevent Admin for the unmanaged team's league.
Unmanaged teams will not sell players aged 19 or below and will not sell players on the cheap.
Players themselves may also have demands for the transfer to go through.
Various factors can influence player values but here is guide to prices.
A 15 rated player is worth AT LEAST 70,000,000 and every point in secondary skills adds to the price.
Secondaries mean both added together (excluding keepers).
A midfielder with 5 tackling and 5 shooting has total secondaires of 10 adding to his value.
Players aged 21 or under will be priced as their skill would be at the age of 21.

MINIMUM VALUE GUIDE
Here is a guide for the minimum market prices on players based on rating,
to help make sure manager's are not losing out on potential revenue:-

RATING PRICE
9
10,000,000
10
15,000,000
11
20,000,000
12
30,000,000
13
40,000,000
14
55,000,000
15
70,000,000
16
110,000,000
17
140,000,000
18
160,000,000
19
180,000,000
20
200,000,000
21
230,000,000
22
260,000,000
23
290,000,000


How To Complete A Transfer
As already stated this is just a rough guide as things like age, secondaries and even position could influence
the value of the player and managers themselves may value a certain player higher for their own reasons.

Teams are free to indulge in transfers up until midnight on the Friday before league match 23
when the transfer window will shut for the season.
No injured or suspended players can be involved in a transfer
After this date no transfers will be allowed, including recalling players out on loan.
The only exception is if a team has all of it's goalkeepers out injured or suspended,
in which case they will be allowed to sign a replacement on LOAN.
Transfers will need to be posted on the forum and both managers will need to agree the transfer.
One manager should post the transfer with the other manager then
replying to the post with the words '(Team) agree'.
Obviously the (Team) bit is the team name involved in the transfer.
Transfers should be posted with the teams as the title and the transfer as the post (as below)

Example:
(TITLE) tm1 >> tm2 (Or Team 1 >> Team 2)

(POST) Team 2 buy A_Defender from Team 2 for 45,600,000

(Comment)
  Team 1 agree


THE TRANSFER MARKET
The transfer market is a place where unattached, released or new players are listed for teams to buy.
There will be a range of skills and ages on the list and most players released by clubs will be added to the list.

Buying from the transfer market
To buy a player form the list you will need to PM the transfer admin with your offer using the subject
TRANSFER LIST OFFER and stating which player you would like to buy and the amount you are offering.
Please include the player's stats when sending your PM as that will speed up the process.
The minimum amount you can offer for the player is his basic value (as above) but the more offered the greater
chance that the transfer will be accepted, especially if the player has decent secondary skills or is under the age of 23.
It is unlikely that players aged under 27 will sell for their basic value so please consider that when making offers.
The admin will PM a reply informing you whether the bid is acceptable or not and may
even suggest an amount in order for the transfer to be accepted.
Once accepted then the transfer will need to be posted on the forum within 7 days in a similar format to that
of a transfer between two teams but instead of a team name the manager should use trn or Transfer.
** Please note that you must have money available at the time of posting the purchase.
You CANNOT go into debt by any amount purchasing a player from the transfer list. **

Example:
  trn>> tm1 (or Transfer >> Team 1)

Team 1 buy I_Amlisted from the transfer market for 41,300,000

Selling to the transfer market
Clubs are able to sell players to the transfer market providing that they are aged over 18
and are rated 14 or less in their main skill.
For every secondary (excluding keeping) managers can add 250,000.
A maximum of four players at any one time can be sold in this way.
(Except pre-season when there is no limit)
Players will sell for HALF their market value.
The manager must then post the player(s), complete with stats, in the appropriate section
of the forum with the calculated price..

Example:
F_Simmonds    27 sco   C  1  7 12  6 38 27 100 594 762 651 would have a price of: 17,000,000

( Basic: 30m + 1,600,000 (Secondaries) = 31.6m / 2 = 15,800,000

LOANS
Managers are able to agree to loan a player to another club but certain conditions must be followed.
Managers are responsible for adhering to any conditions agreed between the teams.
No fee can be charged for a loan transfer but the club loaning in the player will need to pay his wages for the duration of the loan.
Once a player has moved out on loan he will not be eligible for training or any media/motm awards.
A maximum of 2 players from any one club can be loaned but they must be in different postions.
A maximum of 4 players can be loaned in or out per team.
Goalkeepers can only be loaned if they will be the best goalkeeper at the club they are being loaned to
or if that team has their first choice keeper injured for more than 2 games.
The club loaning IN the player will be able to keep 50% of any excess minutes* the loaned player makes
and use them on their own players in the same position at the start of the followng season#.
Loaned players between clubs with the same manager will NOT be eligible for excess minute awards.
If the loaned in player does not make their minutes (or agreed playing time) then
the club loaning in the player will be responsible for any abs loss.
The club loaning OUT the player will be able to recall him+ but must give 1 weeks notice.
The loaning IN team can cancel the loan+ but again must give 1 weeks notice.
Lower League Loans
NEW for Season 6:
Managers are able to send development players to lower league clubs in order to give them game time to help with their develpment.
This must be done before league matchday 4.
Any player aged under 19 and rated 14 or less can be sent out on loan in this way.
These players are guaranteed to make their minutes but will NOT qualify for the excess minute bonus.
They will get abs whilst out on loan but the abs will be capped at 900 in all categories ensuring that the players do not rise too high in skill rating.
These players are also ineligible for any abs/minute bonuses that a manager may get during the season.
A maximum of 2 outfield lower league loans per club are allowed and they must NOT be in the same position.
Goalkeepers can only be sent if the club has 3 or more goalkeepers.
Any club using this option cannot loan in any other player rated under 14 in main rating
Scouted players, players bought at auction, draft or transfer list are excluded

*If the player is eligible for excess minutes
+Can only be done during the transfer window.
#The player must be the same rating or lower as the player loaned in


SCOUTS
Managers will be able to pay a fee to send a scout to look for a suitable player to sign for their team.
Scouting can only be done within the first 10 league matches
Only ONE player can be scouted per season though.
Scouted players CANNOT be sold in the season they are scouted
and CANNOT have their stats increased in the same season they are scouted.

Scouting is constantly evolving and full details can be found on the forum


PLAYER NAMES
Players that are in your starting squad can be re-named if the manager wishes.
Players bought from scouting, auction and main transfer list can also be renamed.
Players bought from other teams or from the club transfer list are not able to be renamed.
Names can only be a maximum of 12 characters and must not include any spaces.
Names must not be offensive and the admin reserve the right to change any names deemed to be inappropriate.
You will also be allowed to change their nationality if you so wish.


FINANCES
Finances will play a significant part of OFMC and will also need to be managed.
All new teams will start with 200,000,000.

CLUB FINANCES
The finance link on your club page keeps a record of all the financial transactions of the club.
Transfers, Wages, Gates, Stadium Improvements, Press Releases,
Prize Money, Sponsorship are all seen on this page.
This is one of the most important pages for you club, it helps you track how profitable your club is, so that you can plan accordingly or
make cuts in the playing staff to ensure you have funds for transfer and avoid going into debt.
These are updated each week with gate receipts, wages, prize money and sponsorship.

WAGES

Clubs will need to pay wages to all of the players they have in their squad, including players on loan.
The wage is the weekly wage of the player and will be removed
when finances are updated which is usualy every Saturday.
The wages calculation is as follows:

A = mainskill * mainskill * (mainskill + 3) * 6;
B = secondskill * secondskill * mainskill * 5;
C = thirdskill * thirdskill * secondskill * 5;

Wage = (A+B+C)
Total Wages = wage for all players * 200


GATE RECEIPTS
All matches will be played at full available capacity.
Please be aware that construction and sponsorship can lower the available attendance.

DIVISION ONE
 90
DIVISION TWO
 75
EA KO CUP*
 100
XBOX LEAGUE CUP
 85
* Gates are shared 50-50


OFMC TAX
At the end of the season clubs will be allowed to have a balance of 250,000,000.
Anything over this amount will be taxed at 50%.
EG: A club has an end of season balance of 555,000,000.
They will be taxed on 305,000,000 (555,000,000 - 250,000,000)
The tax they would pay is 152,500,000 (50% of 305,000,000)
Giving them a final balance of 402,500,000

LEAGUE PRIZE MONEY
All prize money is awarded at the end of the season that it apllies to.
Prize money is awarded as follows:

POSITION DIVISION ONE DIVISION TWO
1st 60,000,000 36,000,000
2nd 58,000,000 34,000,000
3rd 56,000,000 30,000,000
4th 54,000,000 29,000,000
5th 52,000,000 28,000,000
6th 50,000,000 27,000,000
7th 48,000,000 25,000,000
8th 46,000,000 24,000,000
9th 44,000,000 23,000,000
10th 42,000,000 22,000,000
11th 40,000,000 21,000,000
12th 36,000,000 20,000,000
13th 34,000,000 18,000,000
14th 32,000,000 17,000,000
15th 30,000,000 16,000,000
16th 28,000,000 15,000,000


CUP PRIZE MONEY

ROUND
EA SPORTS KO CUP
XBOX LEAGUE CUP
Winner 15,000,000 10,000,000
Runner-up 10,000,000 5,000,000
Semi-Final 5,000,000 2,500,000
Quarter-Final 2,500,000 1,000,000
2nd Round 1,500,000 N/A
1st Round
1,000,000
500,000


SPONSORSHIP
At the beginning of every season teams will be able to sign sponsorship deals to generate income
either in a cash lump sum, weekly payments or both.
The sponsorship deals will come with conditions attached that will need to be met
in order for all of the money to be paid.
Some conditions will be easily met whereas others may be a lot more difficult to reach.
The lump sums and weekly payments that are made to clubs will depend on the type of sponsorship
deal you accept and the different bonuses that are part of those agreements.
Clubs can be offered more than one sponsorship deal but can only accept ONE of the deals that are
offered and once accepted the agreement cannot be altered or cancelled until a
new one is offered at the beginning of the following season.

MEDIA POINTS
Media points are awarded for posting pre/post match
comments and small items of club media on the OFMC forum.
Points are awarded for content and the amount of words used per post,
up to a maximum of 100 points per game week.
There is also a maximum spend limit of 1800 media points for the whole season on abs/minutes
Managers are also able to spend 1000 media points to buy an extra scout
Below are the individual ab and media point limits for the whole season,
Spending media points

MAIN SKILL COST TO BUY MAXIMUM LIMITS
Abs added
Minutes
14 or below
1 pt per ab/min 400 500
15-16 Over 21yo 2 pts per ab/1pt per min 300 500
15-16 21yo or less 2 pts per ab/min 300
400

PREDICTION LEAGUE
New for Season 6:
Managers can predict the outcome/scores of weekly matches in OFMC.
Prizes will be awarded every week and for the whole season.
There will be different matches each week and managers choose the scores for those respective matches.
They will get 5pts for an exact score, 3pts for a correct result.
Managers will also get 5pts for every week that they enter.
The managers with the most points each week will win a small amount of abs/minutes to allocate to their teams.
There will also be awards for the managers with the most points over the season.

DEBT
Clubs should avoid going to debt if at all posible but will be allowed a little discretion in this matter.
Clubs will get a grace period of 3 weeks if they are in debt as long as the debt is less than 30 million pounds
but will be charged 15% of the debt amount per week as interest and will not be able to sign any players.
If a team is in debt by more than 30 million or if a smaller debt is maintained for longer than
3 weeks then a player WILL be sold to clear the debt immediately unless the
manager has already agreed a way to rectify the situation.

STADIUM DEVELOPMENT
Managers will have the option of developing their team's stadium in order to accomodate
a larger number of supporters in their stadium for matches.
Regardless of stature ALL new teams in OFMC will start with a 30,000 capacity stadium
with stands at level 1 and can extend this to a maximum of 100,000.
Every extra expansion will add 5,000 to the capacity of the stadium and the cost is dependant on the capacity being built.
The final level of build will cost 75,000,000 to complete a 100,000 capacity stadium.
Clubs can only build one level at a time except levels 3-8 which can be built 2 at a time.
During construction the stadium capacity will be reduced by 50%.


LEVEL CAPACITY BUILD TIME COST
2 25,000 2 weeks 10,000,000
3
30,000
3 weeks
10,000,000
4
35,000
3 weeks
10,000,000
5
40,000
4 weeks
10,000,000
6
45,000
4 weeks
10,000,000
7
50,000
5 weeks
15,000,000
8
55,000
5 weeks
15,000,000
9
60,000
6 weeks
15,000,000
10
65,000
7 weeks
15,000,000
11
70,000
8 weeks
18,000,000
12
75,000
9 weeks
20,000,000
13
80,000
10 weeks
20,000,000
14
85,000
10 weeks
30,000,000
15
90,000
10 weeks
35,000,000
16
95,000
10 weeks
50,000,000
17
100,000
13 weeks
75,000,000


Clubs are also able to build a completely new stadium.
This is more expensive and takes longer than building stage by stage
but will mean no loss of capacity during the construction.

CAPACITY BUILD TIME COST
50,000
25 weeks 115,000,000
75,000
52 weeks
165,000,000
100,000
110 weeks
250,000,000


MANAGER HALL OF FAME

(Currently under construction)
The Manager Hall of Fame will show the manager rating of managers within OFMC.
Points are awarded for placings within OFMC competitions.

Managers will receive the number of points that they won in the league.
An extra 80 points will be awarded for Manager Of The Season.
18 points will be added for every Manager Of The Month won.
60 points added for winning Division One
45 points added for winning Division Two
30 Points for winning the EA Cup
25 points for winning the XBox Cup/Trophy
15 points for reaching a cup Semi-Final.

END OF SEASON

Managers of the Season
At the end of the season all managers will vote via a forum poll for there divisional manager of the season, the
manager with the most votes after the poll is locked will win the award and 1000 ability points to be awarded to their club.


PLAYER AWARDS

The top three players in each category will receive abs to the relevant skill.
EG: The top scorer will get Sabs, the top passer will get Pabs

1st = 300 abs
2nd = 200 abs
3rd = 125 abs

The categories are:

Top Scorer
Top Assister
Top Passer
Top Tackler
Golden Glove (Most Saves)


PLAYER RETIREMENT AGES

In OFMC players will retire at the following ages:

Goalkeepers - 40 (players aged 39 will retire at the end of the season)
Defenders - 38 (players aged 37 will retire at the end of the season)
Midfielders - 38 (players aged 37 will retire at the end of the season)
Forwards - 38 (players aged 37 will retire at the end of the season)

All decisions made by the admin team regarding the running of OFMC will not be entered into
and will only be discussed if the admin team feel it is in the interests of the game.




(c) OFMC 2026 Written by Darren Lear