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Subject: [change] Unlock max number of players per position
Imo the PM skill should decide about the behaviour of the player!
The higher the PM skill, the higher the flexibility a player should have in making decisions. NOT the order!
So f.e.
a defender with only very good or less PM won't be running with a ball when receiving a ball, but rather play the ball through to another player.
and if a similar defender would have brilliant or higher PM, he will run into the space when provided he has the space and time to do so.
That way you can play all kinds of players on different positions, and also, when substitutions are made, the player coming onto the field won't be binded to the order, but will play according to his skills!
Say you have 2 injuries in your midfield, but only 1 midfielder set as sub, then a defender will replace the 2nd midfielder and thus play according to his skills, not the order!
That means, he will immediatly play a ball through in stead of running with the ball, if his PM skill is not high enough.
There's only 1 ''but'' in this kind of gameplay.
The rules according to the new system states a player who plays a match, but has not been assigned to a training spot will only receive GT and a small portion of the training set for his order.
If the order will be disconnected from the match engine, there's a problem for the GT and portional training for the players who didn't receive a training spot.
1 solution... Ad General slot for all other players into the training schedule>
Slot 1: skill 1
Slot 2: skill 2
Slot 3: skill 3
Slot 4: skill 4
General slot: skill 5
This meaning players assigned to slot 1 will receive skill 1 training.
The same goes for slot 2, 3 and 4
General slot will involve ALL OTHER PLAYERS, not receiving slot training, for GT + a small portion or defined training.
And maybe this is indeed a more difficult feature to make for the devs, but this way you can change your training and matches without 1 restricting the other.
Both features will be split from each other, which in his turn will make the engine running smoother.
I really believe this is something to think about if we're looking to the future of the game.
The higher the PM skill, the higher the flexibility a player should have in making decisions. NOT the order!
So f.e.
a defender with only very good or less PM won't be running with a ball when receiving a ball, but rather play the ball through to another player.
and if a similar defender would have brilliant or higher PM, he will run into the space when provided he has the space and time to do so.
That way you can play all kinds of players on different positions, and also, when substitutions are made, the player coming onto the field won't be binded to the order, but will play according to his skills!
Say you have 2 injuries in your midfield, but only 1 midfielder set as sub, then a defender will replace the 2nd midfielder and thus play according to his skills, not the order!
That means, he will immediatly play a ball through in stead of running with the ball, if his PM skill is not high enough.
There's only 1 ''but'' in this kind of gameplay.
The rules according to the new system states a player who plays a match, but has not been assigned to a training spot will only receive GT and a small portion of the training set for his order.
If the order will be disconnected from the match engine, there's a problem for the GT and portional training for the players who didn't receive a training spot.
1 solution... Ad General slot for all other players into the training schedule>
Slot 1: skill 1
Slot 2: skill 2
Slot 3: skill 3
Slot 4: skill 4
General slot: skill 5
This meaning players assigned to slot 1 will receive skill 1 training.
The same goes for slot 2, 3 and 4
General slot will involve ALL OTHER PLAYERS, not receiving slot training, for GT + a small portion or defined training.
And maybe this is indeed a more difficult feature to make for the devs, but this way you can change your training and matches without 1 restricting the other.
Both features will be split from each other, which in his turn will make the engine running smoother.
I really believe this is something to think about if we're looking to the future of the game.
Everything you say sounds great and I agree, it should be the best scenario, however, this would imply modifying the ME and I don't see it possible in the short term, consider the time it has taken for them to make other changes.
A simple change to implement and that could be an intermediate point to the proposal you make, it could be my proposal.
A simple change to implement and that could be an intermediate point to the proposal you make, it could be my proposal.
And that is also the point I made with the last sentence I wrote!
I know it's not a 1-2-3 change, but in the end it should be a goal to work to...
I know it's not a 1-2-3 change, but in the end it should be a goal to work to...
I think it is a good idea.
it would have very variable possibillities to generate and develop new tactics.
teams can play with 10 DEF's Block-tactic, against very strong teams.
or play with 6 ATT's against bot teams
if play 10 ATT's, they would shoot from all positions? hahha :-)
or 11 GK's, they take ball in hand every position :-)
I think, it is worth to make possible different positions, 10 DEF or 10 MID or ATT, why not.
if the max persons of training persons is same, why not.
(edited)
it would have very variable possibillities to generate and develop new tactics.
teams can play with 10 DEF's Block-tactic, against very strong teams.
or play with 6 ATT's against bot teams
if play 10 ATT's, they would shoot from all positions? hahha :-)
or 11 GK's, they take ball in hand every position :-)
I think, it is worth to make possible different positions, 10 DEF or 10 MID or ATT, why not.
if the max persons of training persons is same, why not.
(edited)
I totally agree, after modifying the training system this should be a simple change and for good it would imply a big change
Regards
Regards
the choice between weither clearing fast or looking for better pass on mid/def difference can mean a lot
also if you want to have your wing hold more on to the ball (mid or att) and cutting inwards..... these are options, i dont see how it would constrain anything....quite the opposite
also if you want to have your wing hold more on to the ball (mid or att) and cutting inwards..... these are options, i dont see how it would constrain anything....quite the opposite
Higher PM should give more choices of play, but it does not imply to solely do either one or another style of play...
If a player with high PM is cornered, he should not make the attempt to dribble them, but rather play fast. And that decision should not be programmed, based on order.
It's a decision that has to be made on the moment.
Also...if a team wants to play with 10 defs or 6 strikers...why shouldn't it be allowed?
The 2010 Barcelona team, with young Messi, Iniesta, Xavi, and all other great players, they played with 3 defs and 6 mids and 1 striker, which is an invalid order set-up in sokker.
I think, if you give the freedom to the manager to try such things out, you can realise much bigger tactical achievements, then if you're relying on orders and random...
If you train defenders, and you have 7 awesome defenders within your team, but you lack midfielders, then you can play counter in a 7-1-2 f.e....
Restrictions are good if the opposite would create chaos. But if you're going to restrict tactics, then you place a limit on the reach of someones mind, and that's a pity for a tactical game.
But the biggest reason why I feel the orders are not working is because you can play in a 5-2-3 with 5 MID-order in the back, 2 ATT-order in the midfield and 3 DEF-order in the front.
It just doesn't make any sence.
The skills and location of a player should define the behaviour of the player. Not the order.
If a player with high PM is cornered, he should not make the attempt to dribble them, but rather play fast. And that decision should not be programmed, based on order.
It's a decision that has to be made on the moment.
Also...if a team wants to play with 10 defs or 6 strikers...why shouldn't it be allowed?
The 2010 Barcelona team, with young Messi, Iniesta, Xavi, and all other great players, they played with 3 defs and 6 mids and 1 striker, which is an invalid order set-up in sokker.
I think, if you give the freedom to the manager to try such things out, you can realise much bigger tactical achievements, then if you're relying on orders and random...
If you train defenders, and you have 7 awesome defenders within your team, but you lack midfielders, then you can play counter in a 7-1-2 f.e....
Restrictions are good if the opposite would create chaos. But if you're going to restrict tactics, then you place a limit on the reach of someones mind, and that's a pity for a tactical game.
But the biggest reason why I feel the orders are not working is because you can play in a 5-2-3 with 5 MID-order in the back, 2 ATT-order in the midfield and 3 DEF-order in the front.
It just doesn't make any sence.
The skills and location of a player should define the behaviour of the player. Not the order.
But the biggest reason why I feel the orders are not working is because you can play in a 5-2-3 with 5 MID-order in the back, 2 ATT-order in the midfield and 3 DEF-order in the front.
It just doesn't make any sence.
The skills and location of a player should define the behaviour of the player. Not the order.
but it is still a user decision. The idea of removing this limitation is that it opens the range of tactical alternatives... for better and for worse... the example it gives is a terrible combination but it is the user's decision, what's more, at this moment a user can do this horrible tactic XD
for top users or national teams, a player with 4-5 attributes level 15-16, with the order they can help profile (trend) how you want him to behave.
It can be a midfielder with high defense, DEF order the tendency will be to clear, with MID order the tendency will be to look for a good pass. Or a MID with high scoring, with FW order the tendency will be to shoot but he will have the option to give good passes, with MID order the tendency will be to assist and when he has to shoot he will have very good numbers.
All this will influence how you want him to play, in the first case, as a defender with a good start or a midfielder with a high defense, and in the second case, up as a striker or a midfielder with presence in the rival area.
The number of alternatives will be many, the user will have so many options to make brilliant things or disasters too. Without game orders and a player is injured, will you put the ME to think about who should replace the injured player?
It just doesn't make any sence.
The skills and location of a player should define the behaviour of the player. Not the order.
but it is still a user decision. The idea of removing this limitation is that it opens the range of tactical alternatives... for better and for worse... the example it gives is a terrible combination but it is the user's decision, what's more, at this moment a user can do this horrible tactic XD
for top users or national teams, a player with 4-5 attributes level 15-16, with the order they can help profile (trend) how you want him to behave.
It can be a midfielder with high defense, DEF order the tendency will be to clear, with MID order the tendency will be to look for a good pass. Or a MID with high scoring, with FW order the tendency will be to shoot but he will have the option to give good passes, with MID order the tendency will be to assist and when he has to shoot he will have very good numbers.
All this will influence how you want him to play, in the first case, as a defender with a good start or a midfielder with a high defense, and in the second case, up as a striker or a midfielder with presence in the rival area.
The number of alternatives will be many, the user will have so many options to make brilliant things or disasters too. Without game orders and a player is injured, will you put the ME to think about who should replace the injured player?
No, because you don't have to worry about the order mix-up anymore.
Also, if a player played at sundays, with mid order and at wednesday he stands as first mid substitute and you have only 1 def substitute and 2 def injuries, he will play his last game with def order.
Only the match minutes should stand for the amount of training he receives.
Orders should be a general approach, like counter or long balls or tici taca...
And with those orders you can make sure players will mainly, not exclusively, use that type of play.
And PM could and should help in strengthen the tactical approach.
There's lots of space to improve the current ME and I'm certainly not saying it should all be done in 1 update, but if the ME will gradually improve I'll be most pleased.
For me, the removal of stupid behaviour would already be a massive improvement.
Things like, running with ball over the sideline or backline in a long straight movement...heading the ball if the player has heaps of room to control the ball and run with it... run with ball, followed by an injury of 30 days, coming in front of the goal and run the ball right into the GK's arms... These things f.e.... break the ME.
Also, if a player played at sundays, with mid order and at wednesday he stands as first mid substitute and you have only 1 def substitute and 2 def injuries, he will play his last game with def order.
Only the match minutes should stand for the amount of training he receives.
Orders should be a general approach, like counter or long balls or tici taca...
And with those orders you can make sure players will mainly, not exclusively, use that type of play.
And PM could and should help in strengthen the tactical approach.
There's lots of space to improve the current ME and I'm certainly not saying it should all be done in 1 update, but if the ME will gradually improve I'll be most pleased.
For me, the removal of stupid behaviour would already be a massive improvement.
Things like, running with ball over the sideline or backline in a long straight movement...heading the ball if the player has heaps of room to control the ball and run with it... run with ball, followed by an injury of 30 days, coming in front of the goal and run the ball right into the GK's arms... These things f.e.... break the ME.
dude, I think that errors you mentioned are not related to play orders
I often have the impression that dtox9 has a different understanding of the game than I do.
So it wasn't meant sarcastically, but in the sense of "finally someone who also is of the insight that dtox9 may miss the mark completely..."
So it wasn't meant sarcastically, but in the sense of "finally someone who also is of the insight that dtox9 may miss the mark completely..."
Or tsolias... :-p
But you guys need to read the complete part and not sort parts separate from the whole...
I mean...the errors I mensioned in the latter part of my message aren't related to the order. But if you read properly, then you see, in that part, I'm not talking about the order anymore... I'm talking about the first errors that needs to be removed when they start working on the ME.
But you guys need to read the complete part and not sort parts separate from the whole...
I mean...the errors I mensioned in the latter part of my message aren't related to the order. But if you read properly, then you see, in that part, I'm not talking about the order anymore... I'm talking about the first errors that needs to be removed when they start working on the ME.
Ah ok! NowI understand... I had the impression you were talking about orders.
Too much stuff to read here... :)
Too much stuff to read here... :)