I will try to remember all my ideas about that and write these here.
LOL
These are my, and only my theories, as a player. The opinion mentioned in this thread is just personal and is related with my form to treat and see the game.
-All players have all the Special Abilities inside the internal programming. And it doesn't matter always, the external SA that you see, because the "dominating SA can be another" and a Playmaker, can have the attitude as Shadowstriker.
-All players have a min. max. % of effectiveness in shoots when they play normally, too when shoot freekicks and corners, and penalties. Eevery playe have some tipical "form to play/movements" associated to them, maybe are related to the basic SA¿?... for example there are some who tend to do dribblings, some who tend to shoot from far away, some who tend to appear in attack and score with head. Like now ma DL-DC carbonaro.
-Every player have a internal skill, lets calle this skill Contribution. Of that depend that a player is more participative or less.
A participative player with good %'s of effectiveness is what we can call a key player.
Contribution skill is the essence of the player and can not be alterated by increasing skills. He will not appear more often just to train skills, maybe if, we touch other skills can be posible that, appear 1 minute in 10 matches and, score the chance he have. Thats low contribution + high effectiveness as I try to explain.
-Every season there's a player who pick better the freekicks and corners. The ranking of who is the better, can change if we add new players or for some variable reason. But we have to understand that the game is not so paranoid to make players change one day to another, and again, and again so, theres a sense in all that, thats why if you find the best man for that, this will stay some days/weeks/season doing it right.
-The same with players. That have a lineal performance. To show the players with better internal %'s of contribution + effectiveness, do a friendly against a full 1* team. You will then overdimension the internal aspects and, you can see more easy who contributes, and who not, and who's regular in that (1 yeah- 1 not).
-The game never will show you all the names of your players during the match. Because the game want you to manage.
Manage in live matches is to change the players that fail in continous mode, or these who do not appear.
-The game wants, and is made, to make you manage too with the players, thats why stars are a referance, but you have to have the needed skills to see the internal side of the player to be successful. The % of how participe, % of effectiveness in any type of shoots/passing, maybe too aggressiveness is something that you only can see if you prove the players and understand that there are, despite the stars, a min. and max. % by default.
-the % of some effectiveness can be increased maybe by adding a SA (too training skills), but if, the base is too low, you can not see the effect enough and the dominant attutude/SA can be another.
Thats why despite you can train a player till 7*-8* or 9* seems to be a limit that depend of the player, and you can train, yeah, but the limit in some cases is too low, and add cones do not a effect like; before scored 1 of 5 and now 3 of 5. %'s of rising and margin of growth can be very low.
-There are many factors that affect a result. More than 10 factors. Some are simply % proportional to do the simulation, some affect to result. The factors that affect the result are these related with the idea of the game, that is, "make you manage", so, substitutions, these 1-2-3 freekicks, these 1-2-3 corners, and your vision treating the players not in terms of stars, but in terms of whet they show, is teh key.
-A player with a well base of % effectiveness can face +2*-3* teams and do it well if you equalize the phisical stats of this.
..............
-Players have a internal skill called anticipation, affected externally by the skill of Speed.
Anticipation is what makes the differance in the 1vs1 in the simulation.
-If, you play games in consoles, the only skill you will be looking for, is not the passing, shooting, etc.
You only will take a look at the Speed. It doesn't matter other skills because if you have the faster players, you will overcome others, and win in the anticipation.
Here is a little bit the same, and thats why I train the Speed till 9-10* as 1st duty.
Stars/cones added in skills like pasing, shooting, do not give you a standard % of effectiveness, is not 5* = your ST scores the 40%.
But, by my viewpoint, seems that the anticipation, that is related to speed, is more related to the level of stars. thats why if we train speed till 8* we can face/win +3 level teams.
So to resume, Contribution, Anticipation, and Effectiveness by default, is what we should look for, and these skills are visible testing players.
- Weee. LOL