Chaos Gaffer (CG) introduces a whole new concept of football coaching games in which the core focus is “On the pitch real-time coaching”. The gameplay feels more like a real-time strategy game than something like a football management sim in the sense that coaches are expected to manage player resources (Energy, Stamina etc.), Emotions (Shooting Morale, Passing Morale, Anger, Empathy, Fear, Aggression etc.).
Another unique feature of CG is the Tactical and formation Editor. Unlike other football/Soccer games in the market, CG Team Editor give you very detailed tool to shape your team during a down to each spaces the ball occupies. These are better experienced than been written down as it can go very deep.
CG Gameplay Elements:
The Coach/Gaffer:
In CG, the Gaffer handles the entire process of Team creation, on-pitch player modification, on-pitch player appearance, on-Pitch player Selection, Team Tactics etc.
On-Pitch Player Types:
CG have 3 types of on-pitch players with distinct body types which are Small, Average, Tall. These body types greatly affect the player attributes (Energy, Speed, Stamina, Strength, Response, Shooting, Dribbling etc.) and behaviors in a match and it is up to you the Gaffer to get a perfect balance that works with your formation to help you coast to victory.
On-Pitch Player Attributes:
During Team players creation, the gaffer is provided a limited number of attribute points per player to which the gaffer can assign these points to several attributes as they see fit based on the player position/role/body type. The Gaffer is allowed to re-modify these attributes as they see fit for only 10 times to which those attributes get finally locked. This is to enable to properly tune each on-pitch player to their individual roles. The choice of where you assign these attributes points will be greatly influenced by the player Position, Role or body type. For example, short players have higher max player speed than tall players, which implies that if you wanted a fast tall player, you will want to put more points on speed for a tall player to match some small players with less attribute but equal speed.
Team Tactics Editor:
Football/Soccer is a game of moving shapes, positions and decisions. These are the levers available for the coach/gaffer to make critical decisions and also infuse his playing style and philosophy to their players.
Even though simply using the default available formations (ex: 4-4-2) is a viable way to play your matches, but you will quickly find out that it isn’t the best way to introduce your personal playstyle.
Unlike other footballing game in which changing tactics is just setting a formation (4-4-2), hit some dials and then you are done, CG demands you pay attention to team shape at every aspect of the ball movement on the pitch while on/off the ball.
The Team Tactics editor in CG allows Coaches/Gaffers to change and tinker with every on-pitch player movement, team shapes, Track team mates, Marking style, Offensive/Defensive behavior etc.
Team Selection:
Team Selection is basically similar to what players are already accustomed to in other games and doesn’t really need much explanation.
Live Match On-Pitch Player Cost per Action:
During live matches there are associated costs to on-pitch players for every action they take such as movement (distance covered), Shooting, Passing, Tackling, Knocks etc. These associated costs are also heavily influenced by player body types, roles/position etc.
Realtime Matchday in-game Modifiers:
Live Match Modifiers are mechanics that works in tandem with your tactics, a Gaffer/Coach can use them both as a tool or a weapon during matches and ignoring them can be greatly punishing.
During live matches in CG, on-pitch players will run out of Energy, Stamina, Shooting Morale (heavily dependent on live interactions in the match), Health, Temper and decision making. The gaffer is an active participant during live matches which can greatly influence how your team play.
There are 6 Replenishable attributes during matches which are Energy, Health, Temper, Shooting Morale, Passing Morale, Dribbling Morale. These Modifiers have their various ways of acquiring them during a live match and their perks.
Water: Water is an Energy modifier and replenishes the energy of the of the on-pitch player during a match. As the football match lingers, players will run out of energy depending on their gameplay style, roles and body type. This type of live modifier is usually generated by what we call “The Coach Bench” (details below) every 20 seconds is activated. There is absolutely zero cost for generating water bottles.
Health Pack: The health pack replenishes the on-pitch player health during matches. During live matches players can accumulate knocks while they are been tackled or are tackling depending on the situation. These knocks if not regulated can result into player injury which will greatly impact an on-pitch players attribute and performance. This type of live modifier is usually generated by what we call “The Coach Bench” (details below) every 20 seconds is activated. There is absolutely zero cost for generating medic Packs.
Milk: Milk is used to calm aggressive players down during live matches. Players will have their tempers gradually go up based on their personality and in-game events. It is the duty of the Gaffer/Coach to manage player emotions and using milk bottles to calm them down. This type of live modifier is usually generated by what we call “The Coach Bench” (details below) every 20 seconds is activated. There is absolutely zero cost for generating Milk Packs.
Morale System:
As the match proceeds depending on your formation and playstyle, your players will lose Morale with a bad pass, shot off-Target or a failed dribble. When your Players complete a pass or get shot on-Target or a successful dribble, the team accumulates the individual morale points (Passing, Shooting and Dribbling).
These Morale points can be given to players by the Gaffer as you so wish to boost player confidence lacking in any of the above-mentioned abilities.
Passing Morale: A player (Even with a high passing stats) can lose confidence in passing long balls as they continuously give incomplete passes. These can compound to affect even short-range passes with increasing errors. On the flip side, a player that keeps completing passes will continuously grow in passing confidence and also generate passing points for the team. It is the duty of the Gaffer to Monitor and manage these conditions for each player during the match from the global team passing Morale Points accumulated. This means a team with terrible pass-completion will struggle to build Passing Morale points for the team to boost passing confidence of its players.
Shooting Morale: A player (Even with a high shooting stats) can lose confidence in shooting long balls as they continuously give incomplete Shots. These can compound to affect even short-range short with increasing errors. On the flip side, a player that keeps completing shots will continuously grow in shooting confidence and also generate shooting points for the team. It is the duty of the Gaffer to Monitor and manage these conditions for each player during the match from the global team shooting Morale Points accumulated. This means a team with terrible shot-completion will struggle to build Shooting Morale points for the team to boost shooting confidence of its players.
Dribble Morale: A player (Even with a high dribbling stats) can lose confidence in making dribbling runs as they continuously fail dribbling attempts. On the flip side, a player that keeps completing dribbles will continuously grow in dribbling confidence and also generate dribbling points for the team. It is the duty of the Gaffer to Monitor and manage these conditions for each player during the match from the global team dribbling Morale Points accumulated. This means a team with terrible dribble-completion will struggle to build Dribbling Morale points for the team to boost dribbling confidence of its players.
Coach Work-Bench
The coach work-bench is responsible for generating Water, Health Packs and Milk (details above) at no cost. These (Water, Health packs, Milk) are self-generating every 20 seconds one at a time depending on the Gaffers choice of which item to generate.
The work-bench is also responsible for generating Match-Scouts and Team Medics but at a cost and depends on the level to be generated.
Match-Scouts
Match-scouts have 3 Levels that cost differently as the levels increases and can only be generated on the Coach Work-Bench.
Level 1 Match-Scouts: This lets you know when your opposing Gaffer changes a tactic.
Level 2 Match-Scouts: Opens up the ability of the Gaffer to see Opposing Team Live player properties/stats.
Level 3 Match-Scouts: This shares the team formation/Tactics the opposing gaffer has made.
To generate a level 1 Match-scout on the “Coach Work-Bench” cost (3 Water,2 Health Packs and 1 Milk), Level 2 Match-Scouts Cost (4 Water, 3 Health Packs, 2 Milk), Level 3 Match-Scouts cost (5 Water, 4 Health Pack,3 Milk).
Team Medics
Team-Medics have 3 Levels that cost differently as the levels increases and can only be generated on the Coach Work-Bench.
Level 1 Team-Medics: This shows you your opponent player Energy and stamina.
Level 2 Team-Medics: Heals injured players faster than normal.
Level 3 Team-Medics: This Heals injured players faster and boost player durability.
To generate a level 1 Team-Medic on the “Coach Work-Bench” cost (3 Health packs,2 Milk and 1 Water), Level 2 Team-Medic Cost (4 Health packs, 3 Milk, 2 Water), Level 3 Team-Medic cost (5 Health Packs, 4 Milk Pack,3 Water).