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S66 mPT #0: Missing Link
#46

FHM7 has added the following terrible features:
-having too many great players causes chemistry issues, with players wanting to be the star of the team (players play hero ball and nothing gets accomplished)
-forwards refuse to pass to defensemen if their puck-handling is under 16

Guy Incognito - D - #24
Tampa Bay Barracuda
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#47

FHM7 would almost be no different than FHM6 in terms of features and gameplay and because of the minimal changes between the games we needed to skip this iteration.

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Malamutes  Stars Malamutes  Stars
#48

All leagues are forced to have exactly 32 teams. If you try too create a league with less, AI teams will fill the remaining spots and send requests to trade players every day.

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#49

I heard that we skipped FHM 7 because it was cursed by the coach of Terry Bradshaw. Any team that wasn't Carolina took hundreds of penalties every period so the Kraken would win every season (even against SHL teams).

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#50

For some reason vowels were banned characters in FHM 7? I think it was to save memory and make the game run smoother or something. Super weird choice and it made it too hard to understand a lot of the stuff in the play-by-plays. Or should I say "th pl-b-pls."

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#51

Your task: Write the LEAST appealing bullet point list of FHM 7 features you can imagine. What features would be so inconvenient for a sim league that we'd have no choice but to skip it for the next iteration of the game?

- Forwards could only max out 3 attributes, then two things at 19, two at 18 and the rest need to be under 14
- Goalie stats would matter
- You'd have to verify two times before simming a single game, so you'd have to click twice before every sim
- Only GM's of assigned teams would be able to make any changes to the teams and this would require a team specific password and login to do so

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Whalers Whalers Whalers Panthers Panthers Panthers Panthers Panthers Panthers Wolfpack Wolfpack Wolfpack Wolfpack Wolfpack Wolfpack
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#52

  • Includes the ability to design your own concession stand booth, including snack types and types of payment accepted
  • New zamboni mode, where you take control of the zamboni at intermission

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#53

If FHM added a feature where they didn't allow you to have more than 5 players on a team, that would be a pretty game-breaking feature. We'd definitely have to skip that game.

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#54

Number one would be automated test simming! Also, even more in-depth coaching options. Would be a plus for basically any other game but not in our case, sadly

Evan Winter
Edmonton Blizzard
Player Page - Update Page


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#55

FHM 7 included features such as:

legalized tampering

Free tacos in cats

a accurate sim engine

As a result of these terrible additions, HO decided to skip FHM 7
#56

The sim only allows teams with birds as mascots to win games. All other teams lose to these teams. If bird teams play against each other then only red ones win.

[WIP]
#57

I've never played in FHM but I imagine an annoying feature would be adding something akin to commercial breaks or ads that take up more time than the sim itself.

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#58

FHM7 actually only exports fox scores. these are the same ones from the car fax commercial so you can see why it isnt really what we wanted

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Kraken Rage Panthers

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#59

FHM7 got rid of Excel, CSV, and XML utility. Now, all files have to be created by hand, one player at a time, and sim file updates/uploads take 3-5 business days.

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Argonauts Argonauts
PlatoonGermanyRaptors

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#60

Not being to create and or edit players, therefore everyone would have to pick a real life player from the database and edit their attributes only which would be fun for the file work team and simmer for sure

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