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Thread: Guide: How to make a budget on the cost to develop a player?

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  1. #24
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    I really wonder the same about condition loss in match, especially if condition loss ties to skill gain. I don't think the losses are random, as other seemingly random aspects of the game have been stated not to be (like scout recommendations most recently). Pressing and arrows seem like logical, simple contributors.

    We know something is calculating the field position or possession during each match (referring to the bar below the field that sways back and forth). So there could be a calculation representing km coverage during a match.

    The game could be played "step wise" where each possession has an action tree depending on aspects of the overall team (for example 1amc2st could present different branches or attempt-able plays than aml+amr+st; maybe even allowing certain plays only if the quality of that area of the field is greater than X [explaining why some teams seem to attack in different combinations, especially with a Q difference]). In this way, players condition could drop only if they are involved in one of these branches plays.
    Last edited by LeManiaque; 10-20-2016 at 07:50 PM.
    Al Svanberg likes this.