Quote Originally Posted by InvincibleGinger FC View Post
Thanks a lot for all your tips. I have a few more questions before I start mapping my team.

1. I know you mentioned scorers, assists, and aggression, are there any other roles than these I need to look for?
Just think about the process of the game, the game fills animation slots, so roles are basically linked to animations. We can think about what is needed to cover a football animation and make it look complete, but probably, there is more than what we see,
We could say that, based in the 2 powers I mentioned, which create the rankings to have the lists of "dominance", all players at certain point are able to do all or almost all actions in a limited way, limited by the own power...
So here its important to focuss on the actions that matter, as can be determinant inside a match, cause are determinant, so, as said, goals, assists, aggressivity, we can take a look at the SAs, then FK+Corners are like a temporal SA that is assigned to one player, meaning that 1 player inside our team, will be the best option to assist from corners for some perios, and 1 player will be the best in FKs... thats kinda like a rotative role that in reality can mean a lot to determine the scores.
Its so simplistic and in big terms thats the only thing we need to pay attention, then you can identify defensive MCs, attacking DL's-DRs...
But thats part of the own simulation process when creates the 2 lists -attacking-defensive- to assign animations, and this point only matters if you understand the game so deeply, when you are able to move the power between lines understanding why the engine performs like it does, setting a efficency cap on players or whatever.


2. If a player is a assister and a scorer, does that count as 2 of the 7 assigned roles?
Techically, at certain point, its exactly the same a goal, than one assist.
A player capable to assist 40 times, will mean 40 goals. So both animations or actions are equally worth, and we could say that yeah, a player can have 2 roles, but in a particular animation and during the season probably these will alternate to resolve the different games/scenarios.

3. Is there a way to "assign" unclaimed roles?
Initially, no. There is no way to force a player to be a "key player" by trainign his skills, or the best example is when you buy 7 players with FK SA and is the GK who scores the 90% of FKs... too we can see how a PK specialist usually is the first to miss a penalty...

You can, but, prevent new signings to adquire a role, by this rule. For aggressive players thats perfect, because if you keep a player with a high amoount of aggressivity assigned, you'll prevent at certain point to sign a new super aggressive player.

4. What happens if none of the players on the field have one of the 7 roles assigned?
Thats imposible. As a football simulator the engine will always assign animations, attacking ones, and defensive based on a scenario (scenario= from all posible match conditionants, some are in ON-OFF, so that affect/not the match -like condition matters in ON-OFF, morale on-off, win bonus.., settings in on-off, and there are 2 posible simulations based in attend or leave the game playing in automatic etc...) and then, by selling players, or, lets say, if you set the reserves to play, what happens is that the correlation of powers change for the upcoming match. But this match will have the same process as all the other games, the engine will fill lists to show up animations, animations available that are assigned to the players depending on their internal roles. Then the Dominance Power, sets the amount of slots that each player can cover... and rating variations, first of all, are what decide if a player is available for this match, cause a player with a 86868 probably, will have a drop in the performance by default... so, will not be selected in, the attacking list for example and is he is there, will occupy space for nothing, just to miss.

Then, always, to resume, each player have some assigned roles that will show up if this player have enough power inside the simulation.
If a SA doesnt work once we train it, is because the power of the player is too low to make it appear, or, because the player have a role/action with more dominance.