Originally Posted by
khris
- as the game works by using lists of elegible players to fill the 25 animations of a match, and it creates 2 lists, of for def. animations and another for attack animations, and, it starts selecting players from the extremes of the field -so GK first election, and STs/aml-c-r which are the same so attack line in attack animations -
If you have a good GK is enough, and same happens with good attacking players and obviating that there are MCs, since you dont need them and are the last to be selecvted by the lists used by the engine to fill animation slots.
- remember that the center of the possession bar never is in the 50% exactly, it is displaced, so this depend on many factors, and remember that playing vs 10 many times turns into a benefit for the reson I mentioned before, the engine works by using lists of few elected players those who are elegible, so in ON because of the rating variations, a player that have 86868 will have a expected 6 in the next game so probably will not participate in the next match as determinat player, so in this case the player is in OFF - so basically there is no player sent off at some point when the engine reads the lists, if Nordeus want this to be more realistic and a issue for the team with 10 players it would need a active punishment applied, like a -8 % possession, or for example, if a player in defence is sent off, deactivate teh defensive team bonus.
3- the game always created scenarios, selecting only few factors of the bunch that can influence a match, so sometimes win bonus worked, condition mattered, morale etc and the weather basically ordenated the scenarios in something we can read
It is like the playstyles, now you have the internal programming visible, and you can know if a DL can join the attack if have a PS allowing this action.
Time ago you had to test the player to know if the DL joined attack, the MC helped in defense and a etc of internal roles that the engine assigns to every player for realistic purposes.