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 Post subject: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 11, 2008 3:16 pm 
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Main post has been updated with corrected information concerning Carryover Chocolates discovered after further analysis done on 11/12/2008.

  • 1 Carryover Point (CP) represents each little tick in the Commands meter.
  • 30 Carryover points make up the Commands meter.
  • 10 carryover points are used for each practice or free time event or game that is executed.
  • Progress Command does not use any carryover points.
  • You start your career with 10 carryover points.
  • You automatically get 11 new carryover points for each week.
  • Unused carryover points from the previous week carry over to the next week.
  • Total carryover points for any week cannot exceed 30.
  • You get 3 carryover points per week for using a carryover chocolate (CC) until it expires. CC last for 4 weeks.
  • You get 1 carryover point per week for each 20 energy points for a total up to 5 carryover points per week.
  • You can also get carryover points from Random Events (i.e. Joey/Pelene Arc Final event will give you 2, Terry will give you 1 or 2 during some of his as well).

Example
Setup - 93 Energy Points, Carryover Chocolate (CC) Eaten on Week 2, 3 Carryover Points remaining from Week 3
Week 4 -> Previous (3) + Chocolate (3) + Energy (4) + Auto (11) = 21 CP Starting - Event (10) - Practice (10) = 1 CP Remaining
Week 1 -> Previous (1) + Chocolate (3) + Energy (4) + Auto (11) = 19 CP Starting - Game (10) = 9 CP Remaining
Week 2 -> Previous (9) + Chocolate (3) + Energy (4) + Auto (11) = 27 CP Starting - Event (10) - Event (10) + RE (1) = 8 CP Remaining
Week 3 -> Previous (8) + Energy (4) + Auto (11) = 23 CP Starting - Progress (0) = 23 CP Remaining
Week 4 -> Previous (23) + Energy (4) + Auto (11) = 38 Limited to 30 CP Starting ....

In the example, note that the carryover chocolate no longer has any effect after week 2. If you wanted to continue the effects of carryover chocolates, then it should be eaten during week 2 again, sometimes. See warning below for planning carryover chocolate consumption.

Warning
Under certain conditions carryover chocolate should not be eaten every month. By asking yourself the question of "Will my commands meter ever generate any additional command opportunities?" If you answered yes, then eat the chocolate. If you answered no, then don't eat the chocolate.

Example 1
Scenario 1 - Eating a Carryover Chocolate before you need to
Current Status starting week 2 following a game: No Carryover Chocolate (CC) Effect, Energy 100, No RE to give extra CP
Y1M5W2 -> 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Ending, CC eaten before last event
Y1M5W3 -> Prev (0) + Ener (5) + Choc (3) + Auto (11) = 19 CP Starting - Event (10) = 9 CP Remaining
Y1M5W4 -> Prev (9) + Ener (5) + Choc (3) + Auto (11) = 28 CP Starting - Event (10) - Event (10) = 8 CP Remaining
Y1M6W1 -> Prev (8) + Ener (5) + Choc (3) + Auto (11) = 27 CP Starting - Game (10) = 17 CP Remaining
Y1M6W2 -> Prev (17) + Ener (5) + Choc (3) + Auto (11) = 36 CP Limited to 30 CP Starting
Total Events/Practices/Games for last 4 weeks = 7, 30 CP Starting for Week 2 Following Game, and No CC in effect

Scenario 2 - Eating a Carryover Chocolate when you need to
Current Status starting week 2 following a game: No Carryover Chocolate (CC) Effect, Energy 100, No RE to give extra CP
Y1M5W2 -> 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Ending
Y1M5W3 -> Prev (0) + Ener (5) + Auto (11) = 16 CP Starting - Event (10) = 6 CP Remaining
Y1M5W4 -> Prev (6) + Ener (5) + Auto (11) = 22 CP Starting - Event (10) - Event (10) = 2 CP Remaining, CC eaten before last event
Y1M6W1 -> Prev (2) + Ener (5) + Choc (3) + Auto (11) = 21 CP Starting - Game (10) = 11 CP Remaining
Y1M6W2 -> Prev (11) + Ener (5) + Choc (3) + Auto (11) = 30 CP Starting
Total Events/Practices/Games for last 4 weeks = 7, 30 CP Starting for Week 2 Following Game, and CC in effect for next two weeks

As you notice in the previous 2 scenarios, they both executed the same number of events and both have 30 CP available to start week 2. The difference is that the carryover chocolate is still in effect for 2 more weeks during the second scenario. In the following example, you will see how this sets up the ability to eat a carryover chocolate every other month.

Example 2
Scenario showing eating a carryover chocolate every two months
Current Status starting week 4: No Carryover Chocolate (CC) in effect, Energy 100, No RE to give extra CP
Y1M5W4 -> Prev (6) + Ener (5) + Auto (11) = 22 CP Starting - Event (10) - Event (10) = 2 CP Remaining, CC eaten before last event
Y1M6W1 -> Prev (2) + Ener (5) + Choc (3) + Auto (11) = 21 CP Starting - Game (10) = 11 CP Remaining
Y1M6W2 -> Prev (11) + Ener (5) + Choc (3) + Auto (11) = 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Remaining
Y1M6W3 -> Prev (0) + Ener (5) + Choc (3) + Auto (11) = 19 CP Starting - Event (10) = 9 CP Remaining
Y1M6W4 -> Prev (9) + Ener (5) + Choc (3) + Auto (11) = 28 CP Starting - Event (10) - Event (10) = 8 CP Remaining
Y1M7W1 -> Prev (8) + Ener (5) + Auto (11) = 24 CP Starting - Game (10) = 14 CP Remaining
Y1M7W2 -> Prev (14) + Ener (5) + Auto (11) = 30 CP Starting - Event (10) - Event (10) - Event (10) = 0 CP Ending
Y1M7W3 -> Prev (0) + Ener (5) + Auto (11) = 16 CP Starting - Event (10) = 6 CP Remaining
Y1M7W4 -> Prev (6) + Ener (5) + Auto (11) = 22 CP Starting - Event (10) - Event (10) = 2 CP Remaining, CC eaten before last event

If you notice M5 and M7 week 4 are identical; therefore, this can repeat itself, most likely during the 2nd year when playing the games.

Strategy/Rules to Carryover Chocolate Consumption
The following rules only apply when Energy is 100. All other energy levels, carryover chocolate should always be eaten. This assumes that you will always be using as many points per week that you can.
  • Energy = 100, Week 2 before a Week 1 game: Do not eat CC if CP Reamining will be 0
  • Energy = 100, Week 3 before a Week 1 game: Do not eat CC if CP Remaining will be 6, 7, 8, or 9
  • Energy = 100, Week 4 before a Week 1 game: Do not eat CC if CP Remaining will be 8 or 9
  • All other times, eat CC

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Last edited by SmilingFaces96 on Wed Nov 12, 2008 3:33 am, edited 5 times in total.

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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 11, 2008 4:20 pm 
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Great info. About time someone figured this out.

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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 11, 2008 4:59 pm 
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odawali wrote:
Great info. About time someone figured this out.


Tell me about it.



Thanks for figuring it out, I knew a little about it, but not the more in-depth things.

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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 11, 2008 5:27 pm 
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All I knew was... bar goes up almost each week. Done.


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Wed Nov 12, 2008 3:40 am 
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I have updated the main post to reflect changes I determined today -> Main post

These changes were to reflect how long and under what conditions carryover chocolates expire. I determined that carryover chocolates expire after 4 weeks of use, no mater what you are doing.

I also redesigned the way points were distributed and used during game weeks to make understanding the points usage easier.

I also added some of this content to the wiki, through a link under the Success Mode Commands section. I don't think it looks quite right, but at least the information is there: Carryover Points

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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Mon Nov 24, 2008 3:39 pm 
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This post would be great for sticky. It is a cornerstone of good success mode play, and should be helpful to everyone who wants to play success mode um...successfully :D

Bump.


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Mon Nov 24, 2008 4:26 pm 
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This isn't really for beating success mode, it's for beating it easily and making insane players, like SF does all the time.


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Mon Nov 24, 2008 6:48 pm 
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Its not easy no matter how you do it... unless you consider s/l 1500+ times "easy"... but for those wishing to make maxed players, or even very good players, I think this guide is a real breakthrough to show people how important having multiple commands per week can be.

Even if you dont plan on maxing players, I think knowing how the carryover point system works can really be of benefit, since it allows you to get more done even if you dont plan on s/l for a maxed player.

If any Mods happen across this thread, would you be so kind as to consider it for sticky on top of page? Everyone who plays success mode will benefit from reading this.


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 25, 2008 1:21 pm 
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I'm still confused on the carryover points you get from events and energy. Do the carryover points from REs apply to all weeks or just that one? And how do you view energy?


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 25, 2008 2:00 pm 
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Carryover points received from an RE only applies to the next week.

Energy can be seen on your data page I believe where you view poor sense, good pace, good morale and the like. It is in the bottom right hand corner. It is a meter as well, but telling exactly how much energy you have is not likely. You will have to eyeball the meter into 5 sections, to determine if you are going to get a carryover bonus or not. It is possible to keep track of your energy, to tell how much you have.

So with energy between
0-19 , you receive 0 additional carryover points
20-39 , you receive 1 additional carryover point
40-59 , you receive 2 additional carryover points
60-79 , you receive 3 additional carryover points
80-99 , you receive 4 additional carryover points
100 , you receive 5 additional carryover points

Hope this helps!

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All my success mode players that I created can be found here.


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 25, 2008 3:13 pm 
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Thanks! That answered my questions. :)


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Nov 25, 2008 4:31 pm 
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Thanks. The best part about this forum are people like you. Doing all the hard work so I don't have to! :mrgreen:


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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Thu Jan 01, 2009 4:34 am 
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Stickied thread as this is generally useful and well-organized info.

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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Mon Jul 19, 2010 9:14 pm 
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I'm guessing the more commands you can do per week the more practice points you can gain, and the better players you'll have when you clear success mode?

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 Post subject: Re: Carrryover Points/Commands Meter Explained
PostPosted: Tue Jul 20, 2010 12:30 am 
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shuuto12 wrote:
I'm guessing the more commands you can do per week the more practice points you can gain, and the better players you'll have when you clear success mode?


Yep. The earlier you build up your Energy meter (and eat Carryover Chocolates) the more commands you will have overall, and more commands = more of everything.

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