First of all, we should define the word "scenario" and it's limits, what means, when does it change, and understand that, there are 2 options always, have the scenario in our favour, or against us.
Basically the scenario are the circumstances that the game chose to determine the result of a match, it is chosen in all "it's own extension and all the posibilities" 3 minutes before the match starting.
What means "in all it's own extension?", basically all the options/calibrations for a scenario, that are 4 in a grosso modo, are decided in this moment.
This counts as mentioned the 4 calibrations, that change everytime that a manager "attend or do not attend" a match, and then there's the option, when one is attending, to participate because the game requires this effort from your side, or just, "stay watching" -do not touch please, even if attend, do not touch or you'll f***k all up (just you know, do a sub' in the 85' for the booster, but caution with this because if the score is close this can be turned against you under the 90' for that sub' - ehemm.
So, basically, this means, to have a term that attending one can be "active" or "passive".
Initially the "best one can do to read the whole scenario" and know what happens " in the predetermined scenario when you do not attend, is just watch your own match from a 2nd account. If works, why to attend? the game is made to make managers take decisions and tend to be "stable" when you do not attend and, tends to create a situation that needs some actions when one attend, call it change the mentality, try to avoid a 2nd yellow, do some sub... etc
Now the main theme here is try to explain, as the title say, "how to read a scenario", and basically, when we attend.
-First of all, the scenario and chances are determined by the comparation between the 2 AVQ -average quality - teams distance.
We know that since some time ago, the scores "from a distance" and that time ago would mean 15-0 vs a 2* now have been re-calibrated...
But here I would like to remind that once the match starts, the game does a simplification of our team, pointing out some players ad determinants and some, as "non participatives" and some, as neutral -neutral with a positive contribution, neutral, with negative impact (ex. loses balls, fail 3.4 5 shoots...is aggressive..etc here too exist the option of those who "affect the players they have arround" - how many time syou've seen, in a close match your player playing "fluid"? this is how should be, but some times one single player can affect in a deep negative way the behavior of the whole team... then is when you see that the scores are low... it is difficult for your players to do a single shoot "the game despite the AvQ can seem "heavy" )
Of course that many internal stuffs of Top Eleven need time to be understood, but, lets start now for the basics:
-Possession Bar - it is the main source of information related to the match we are playing.
We have to think that the main target we have, is to control "the chances during the match", have the control, basically looking the animations we know about this.
But we have to remind that, many times the bar possession centre, is not in the 50%. It can be in the 60%, and we can see a scenario where with a 40% (or less uhh?^^ I say this for those who can't control matches with 75%'s ) a team is dominating us.
This means that the centre of the possession bar is more from the side of the team that owns the 40% and then if we do the correct movements, and we control the match, it will overcome this 60% way longer many times.
So it is so interesting to have an eye in that bar.
** Orders are not associated to a oppo's counter ordrers, the game chose some options to be decisive "if they are active" and some to fail, withh independance of the oppo's orders or formation.
**You can set by default a tactic "with weak points", so then once match starts and the game focusses in these "weak points" and chose them as "non working options" is when you can join the match and edit the positions and orders that intentionally you've set by default to be chosen as "wrong options".
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Space for testing the MoM and High pressure:
With all training bonuses at 0%:
-***
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- Offside trap moved the Defense Line next tot the midfield. Then is when Counters can work.
...to be continued^***
** the 5 mentalities
passing style
passing focussing
aggressivity
key players -ratings lecture
training bonuses -how they work
high press and mtm testing***
Yeah, if I write this as I pretend this will be the Holy Grail of Top Eleven.
Internal programming matters. Scenarios are 50-50 despite players position cuz the game will have always a open door for you with what you use using what you use, having what you have, if, hidden factors are from your side.