Quote Originally Posted by Mitja fc View Post
Thanks for replay

Was thinking of if we can manipulate internal roles like for example we know we can't have 11 key players but still there must be upper limit lets say that is 3

So we can have 3 key players that will get
supreme ratings constantly

So question here is what if one of those 3 key players is a sub...in that case our team only play with 2 key players which should lower our overall performance right ? Now question here is how do we avoid this and how do we manipulate to get best internal roles into our top 11
Do we for example sell all players except bare minimum...play few friendlies so system assign roles again and buy reserves after ?

And if we try to manipulate in more advanced level...if again we can only have 3 key roles how do we manipulate system that those key roles are given to GK ST AMx for example ?

Probably we are not there yet but any ideas would help

EDIT: also if we test our team vs 1%... results shouldnt be correct...we dominate our opponent so much that GK is just sitting in his goal doing nothing ...obv he cant get 9,10 rating if he gets 0 shots on goal same goes for deffence
So against who should we play to test them ? 200%+ ?

Thanks in advance
Sorry for the late late reply because Ive been really busy lol

Regarding:
So question here is what if one of those 3 key players is a sub...in that case our team only play with 2 key players which should lower our overall performance right ? Now question here is how do we avoid this

This depend on the variable. In each scenario the players are selected to be ACTIVE and ELEGIBLE depending on the rating variable/pattern.
If a player tends to have 86868 you can expect a 6 after the 8, this happens to many contributive players that resolve matches alternating games.
We can see too a Key player, that reach a 10 easily, but he may keep 2-3 matches earning that max. rating (10 or 9 are exactly the same) and after the 10-9-10 there may be a drop, like 10-9-10-8 and then 10 again or, after good games so when the drop comes the player is basically in OFF to resolve us the scnario, so basically there will not be any active available goal animation involving that player in the current match.


I never tested the rolesmanipulation, but probably if you find an aggressive player and you keep hmim as reserve, if you buy a new player he'll be different, or, if you buy a ST/aml-c-r that assists, the next one will be mainly sorer unless you have a player with the scorer role in your lines.

And, the idea, wwhen you play vs a 1% team is that the engine only simulates a distance of 180% so this means that if you have a 9* and a 3* in your team, both will be 9* for the opponent, so both will be in the same star and thats how you can compare the programming of these players, and looking how the 3* scores more than the 9*.

Cheers!