Quote Originally Posted by RaiKo View Post
Hi Khris, 2 tough questions for you!

1) You've explained very well how 'liberating a role' works. But what about vice versa situation? E.g total amount of the team power is 100. And players are sharing it as A:30, B:20, C:15, D:8 and free power slot is 3. When we sell/sack D player, new assigned power points are proceed as follows; A:30, B:20, C:15... and free power is now 11(3+8).

What would the shared power points be if we didn't sell D player,but we signed Z player?
Before: A:30, B:20, C:15, D:8....Available slot:3
After new sign: A:?, B:?, C:?, D:?...Z:? Available slot:?

2)How many top performers can we have if we have very dominant and phenomenal scorer(constantly 60+goals league 20+ cup or CL) in our squad ?
If you do that you'll face the same situation I had, when I kept old glories inside my team till they retire.
I bought 7 STs, and I couldnt get a single decent player, ans then I realized cause it was cause I had top performers (1*, 2* 3* inside my reserves) waiting to retire.
There is a limit of roles, that exist to create realism, and cause the engine needs to lcreate a realistic football simulation so, the team needs real football events, goals, assists, fouls, corners, ao a rank of better/worst contribution and aggressivity too.

There are mainly 2 powers that we have to consider, one, is the Contributive power. The 2nd is, the Dominance power.
A live match have 25 animations, the more domination a player have assigned, the more slots he'll take. The more contributive power = the more efficency.
You can perfectly feel the differance between a fluid match and a stuck one.
If you buy a player with a lot of dominance power but low contribution, then is when the game looks like stuck, because there is a player who occupy a lot of space for nothing. So, its so important, test players and, discard them if needed.

You can realize too, that usually there are 2 situations; or a key player, (1) resolves the 70% of your games, or, the power is spread between a couple of players and alternating.
These players, key ones are basically those earning Top Ratings, and top ratings are 9's and 10's -are the same-

Then once you know how to identify your players behavior based on internal settings, you can try a next step, which is follow the rating patters to anticipate the next performance of your players, and too, as I do, manipulate ratings intentionally, to force "a push" at certain games, cause even the Key players, only keep the 10's for a streak of 2-3 games, and then another players alternate them as decisive players in a match. You can see patterns like 6-8-6-8-6 so after the 6 you can expect a 8.
So if you force a rating downgrade by keeping players that got a rating drop as reserves + playing with those who should get a drop, in the upcoming match you can have a push.

Practice.