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SpecialOne Miko

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Posts posted by SpecialOne Miko


  1. Your midfield is too defensive and your wings too attacking. 

     

    Keep the DLPde, but set the RCM on CMa, and the right AM on support too. On the left flank/side, set the Fullback on support, keep the IF on attack, and try the LCM on Mezzala-support.

     

    so something like this;

                                                                                     F9

                                                                 IFa                                     IWs

                                                                             MEZs      CMa 

                                                                                     DLPde  

                                                                 FBs        CD          CD           FBa

                                                                                   SKs

     

    For the Instructions,  i recommend to start with none, and see what happens.


  2. Just now, borivoje213 said:

    I see your point and completely disagree. Knowing your players' attributes does not mean you therefore know how that will translate with your tactical instructions.  It's too late to be realising on match day that actually that instruction doesn't look anything like you intended it to.

    I didnt talk about tactics, despite that, I agree with your statement. 

    Anyway, my point was about players performances. All the informations we have on the players are informations we would have after repeated training sessions. All the Physical, Mental, and technical stats and PPMs. You should need to see the player during trainig to assess that.

     

    About tactics, we should be able to see what our instructions do exactly to our team shape during attacking phase, defensive phase and transition phase, before starting a match. On that I think we agree.


  3. Training is made for the managers to know who is up to the task, who is not.  Training is made for managers to know who is good in a particular way or isn't. Trainig is also made to "mould" somehow a player to your needs.

    Problem is: we already know all the players from A to Z. You already know every strenghs and every weaknesses of every players. You know your RB#1 is 17 acceleration and 15 pace, and your RB#2 is 14 acceleration and 16 pace. No need to put them to the test in training.

     

    I guess you see my point...

     


  4. 21 minutes ago, HUNT3R said:

    It's far more likely than the alternative, which would turn this from simulation into an arcade game. And let them decide that? If it's a decent, fleshed out idea, why not?

    One of the bets way to go, would be to look at Pro-Evolution soccer and the way they introduced their attacking/defending philosophies


     

    edit: a video is better


  5. 10 minutes ago, HUNT3R said:

    So then, what you're asking is for training to be expanded to see tactical concepts. That's far better than stopping time, travelling to an alternate dimension and playing against any team you want to summon.

    Problem is, I cant see the devs expand on training system...


  6. Just now, HUNT3R said:

    You haven't answered the main question though.

    Ok fair enouht.

    No that's not a gamey idea, thats how it is IRL. When the manager gives the roles to the players, he can see during training if the roles complete each others well. No need to play a competition game wich could costs points. 


  7. 11 hours ago, HUNT3R said:

    This is why you can arrange friendlies in pre-season to "test" a tactic. It's a gamey idea that can't be done IRL, so why add it? If you really need to break reality, "test" it in FMT.

    Yes at the start of the season, but not during the season, if you want to change something. So no, this is not what I'm talking about.


  8. 2 hours ago, Powermonger said:

    While thinking of this more today, how would this go for squad views where attributes are listed as columns? I realised a descriptive or graphic approach will impact presentation of this information across various areas in the game. 

    On the profile screens or reports it will work but anything outside this may make those other screens too bulky. 

    With just a colour dot (or square or rectangle):

    poor = red

    inadequate = orange

    average = yellow

    good = green

    v good = bright green


  9. I dont think we need more details tho. It 'd be better if remaining vague imo.

    We could have, for 1-20 range:, if you keep all the attributes (for details sake):

    1-4 : poor

    5-8 : inadequate

    9-12 : average

    13-16 : good

    17-20 : very good

     

    Better that way, because how do you know player A  has 16 pace, and player B  only 14? Its impossible to see this little difference IRL.

    With that system, players A & B are "good" in pace. Wich one is better, or are they equals? You dont know, they're  both "good".

     


  10. Maybe something as simple as that:

    Lionel Messi, 28, AM/RC ST

    Defending: Poor (not interested)

    Mental: Wonderful (v. experimented, determined, hate defeat)

    Aerial: Average (short, but good timing)

    Technical: Godly (unpredictable, genious 1st touch)

    Attacking: Godly (extremely mobile, space-finder, lethal finish)

    Vision: Godly (sees everything before everyone, lethal passing)

    Speed; Godly (explosive speed)

    Physical: V. Good (v.high agility and balance)

     

    PPMs; tries killer ball, places shot, bla bla bla

     

     


  11. 1 hour ago, pedrosantos said:

    I would add mentality, team shape and TIs. Reports could become more complete depending how many times an opponent team was scouted (like the current scout reports on players)

    Absolutely (was too lazy to write a full report example). But yes, the scout should tell you of those too.

    "they played compact football, attacking and defending like one. Very narrow off the ball, the wingbacks were huging touchline on the ball.".;and so on....

     

    Yeah definitely.


  12. i) At the moment, the game lacks of some feedback to tell the user how his tactic is good/bad. You are supposed to be a manager, sometimes with multiple licenses, even a former star player, but you dont know if the tactic you're working on at the training ground all week gonna be right or wrong.

     

    My first suggestion is:

    Give us some AI teams, out of any league, to play against, to test our tactics "for free". The kind of AI teams we had in FML  i.e. Teams with different levels of skills, and playing styles. With a view on their set up (formation obviously, and TI/PI). Then the manager can freely choose against wich he's gonna test his tactics. With no injuries, no team talk, just testing.

     

    ii)The opposition scout report, is a mess of stats, neither immersive or realistic.

     

    My second suggestion is:

    Give us the "written" opposition scout report we had (if I remember correctly) back to fm2007/2008. It was the kind of (adapted with today roles):

    Hi coach, I've seen Arsenal in their last game  against Stoke at the Emirates. Arsène used a 4-2-3-1 formation with medium to high defensive line, heavy closing down, and fast tempo down the wings. The back four didnt play offside rule for what I saw.  No man marking either. Giroud had a good game, with a TM role, he scored twice. We have to be careful about Theo Walcott. His pace was devastating. He played very well, on the right wing, with an agressive winger role. Ozil was also dangerous , in a Trequartista manner, not doing much defensily, but he opened the Saints defense with lethal passing. bla bla bla....

    With a link to the highlights of the scouted game, I think this is much more interesting and immersive.

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