This programming scheme is starting to get on my nerves after 11 seasons. Especially with the new assistant notes since I used to go off of the old notes like "They passed the ball around us to easily" or "We need to be more aggressive on the ball" or other notes like that that would kind of tell me what happened between the animations. Addressing these issues in training and skills seemed to have worked despite many people saying the program doesn't work that way. Before higher levels forced me to change my game, I used to play in that manner, but now I am increasingly finding myself trying to guess and trick the internal programming in the software. What I don't get is why can't we model soccer games with all 22 players and all white skills corresponding to the position the player is placed in. This would make it so much more about managing a soccer team again than about try to work the simplistic programming.
Making a more intricate simulation like that is very, very possible. When me and my brother played a lot of Medieval Lego battles, we always had the issue of biased battles. So I programmed on fricken Excel (yeah I know) program where each Kingdom could create regiments, with specific battle orders, from their army which typically sized between 15 and 30 heavy infantry and some 30 civilians in the civilian militia. Among all 8 kingdoms each soldier was registered with a skill set (very much inspired by Top Eleven) that was unique to each individual much like this game. There were 27 battle skills and some 40 civilian skills like sewing which was used for the economic simulation we already had in place at that time. The 27 battles skills accounted for a few general skills like strength along with specific skills like sword fighting, spear fighting, etc. Each soldier through training had skills to operate specific weapons exceptionally well which had specific battle characteristics described through potency, blocking, agility, weight, and some more factors. The kings/generals could then assign formations along with mentalities (also Top Eleven inspired) that would determine how the players arrange themselves on the field, filling-in/pull back wounded/killed allies, and stage themselves to fill gaps. The resulting positions and casualties of each iteration were shown on a graphic (Conditional formation, yeah that was a lot of work) that allowed us to know where our guys had to go for the next move. Yes, this also accounted for buildings, rivers, elevations, horses, chariots, ships, archers, catapults. It was a lot of work, but with a mixed use between Macros, cell formulas, and iterative calculations, IT WORKED and WE LOVED IT.
My programming experience is minimal (Excel +macros, Arduino, Cbasic C++) and this (along with the interconnect economic model) was certainly my biggest masterpiece, why can't Nordeus do it with only 22 players with only 15 skills each, who are playing in a much simpler environment (4 weather conditions in a stadium) that can be programmed with a team of professional programmers?
Objections I already can hear:
1) Too much processing power needed. True, this will take more processing power, however, rather than playing thousands of games between 2 abandoned teams, why not just do a one time calculation that will determine the finals score plus cards and injuries for teams that haven't been visited by a manager for at least one complete season. There is no point to simulating a game no one is caring about
2) This will change the game too much for the veterans. Also true and probably the reason it will never happen. However, after adapting tactics, they will certainly love the additional control and new level of ingenuity that can be exercised.
I know Nordeus will never do this, but to some soccer fanatic, programming entrepreneur this is an idea how to make an awesome soccer manager game. I will continue to play this game as it is most definitely the best soccer manager game out there now (credits to the Nordeus team), but I kinda just get very disappointed when I read about and observe these random ON-OFFs in a game simulation and that individual skills don't matter (GRRRRRRRRR). Yes, I did get very upset when I read and observed the later. It is still a sore spot especially after 8 seasons of perfecting training drills which apparently was just a waste of time.
Okay, I'm done now. See you in the game