Double corners will alwais lead to a chanche

exactly how the chanche is given for sure once your players is "away in the clear" or "just the GK remains".

They are automated robot-choiches made by the engine which will roll a virtual dice (binary, i do guess) and give out the result (0 = nogoal; 1=goal). Among the rolled dice there are influential factors which make the "dice" tend to one way or another (team qualities, player stats, gk/def/etc stats.)

this is at last how i see it, it should work in some sort of way:


-System creates a "chanche".
-System calculates a % clash between the two team's quality
-System calculates the stats and quality of the player going for the attack
-System calculates the stats and quality of the player going for the defence
-System rolls a dice for both attacker/defender
-Values calculated above works as multipliers of the basic dice's roll.
-Results are confronted and basing on the differential a certain response is generated (goes wide, gk gets it, goal, ck, and so on)

That's why sometimes we get pissed at 1-2* defenders playing as 9*: those times usually defender rolls a 6 (ie, don't know values) while the attcker a 2. So if the defender is Q25 will have 150 power while if our ST is 70 it will have 140 power, and lose by bits. (random result: pole and out).

Basically works as any mmporpg or final fantasy damage calculation platform, imho.