Tactical Changes During Live Games
During the game, the tactical settings can be changed several times.
However, not every new statement set by the Team Manager
is accepted and carried out by his team. Sometimes the players
will ignore the orders of their Manager, either because they cannot
do what is asked of them or they believe that the instructions given
are not important or pointless. Those who follow the game live,
change their tactics so often that they contradict themselves and
there for is simply not taken seriously. On average you have
2 chances to change you tactics per half, while at half time you
can change as much as you want without any restrictions.
In the case of extra time the opportunity to make tactical changes
is exactly the same as during normal half time and is unrestricted
in the number of changes you can make.
The tactics of your opponents as well as their changes during the
live game is noted in the ticker messaging service for your information.
Any changes that are made doe not instantly appear in the ticker but are delayed.
To find out which tactics the opposition have switched to,
the opposition have to be watch firstly the by the commentator
so that he can react.
When the Team Manager arranges his players on the playing field by hand,
the tactical alignment of the team is automatically determined with
it either being Offensive, Balanced or Defensive.
The tactic board shows the tactical alignment (‘Tactic’)
which is not directly changeable unless you rearrange your
players positions on the field.
The tactical alignment has a far reaching effect on the game or
on the logic of the game logic computation. The more attacking a
team are set, the higher the probability of having more shots on goal
and actual goals. When teams play in a more defensive manner then
there is a tendency for fewer goals to be generated.
In determining the tactical alignment of his team, the team manager
should consider the strengths of the both teams that are participating
in the game. If your team rather weaker, then defensive tactics are more
suitable. When the team manager thinks his team has a stronger team than
the opponents then this points in the direction of using
a more offensive tactic.
A team or a player in a team can either take it easy in a game or
give it everything that they have. The control for this is the ‘Commitment’
setting. This firstly has a direct effect on the strength of
the team during the live game, and secondly has an effect on the
fitness value of the player as a result of the game.
Commitment: Effect During a Live Game
The standard setting for the commitment level is ‘Balanced’,
where the players bring a constant performance through
the game and only a small decline in strength is seen during
the match. Using ‘Full’ causes a direct increase in the teams
strength while 'Conserved' lowers it.
The effect of the ‘Full Commitment’ option changes the longer
it is active. At the beginning of the game it is expresses its
self fully, but over time the effect over a long period of playing
time decreases and falls under normal progression of the strength value.
Eventually the players strength can fall if the Team Manager uses the
'Full Commitment' option over a long period of time.
Commitment: Effect on Fitness Value
After playing for a long period of time, a player under 30years old
looses 2 fitness points. This value is influenced by the ‘Commitment’
setting that is being applied. If the player is playing ‘Conserved’
then he will loose only 1 of the 2 points. By playing in ‘Balanced’
he will only loose the 2 points from his fitness value. When the player
gives his all (‘Full Commitment’) be it only one time in the game or for a
long period will loose an additional 2 points from his fitness level.
A team can apply ‘Pressing’ or not. Along with these options,
the tactics board also contains another option to only press when you are
narrowly being beaten, so this means team will automatically start
pressing the opposition once they go a goal behind.
Through pressing a team tries to give the opposition as little
time as possible to quietly build their game and control it as
well force them into making errors. The exertion of Pressing is
not directly connected with the increase in team strength.
Within the game logic calculation however pressing influences
all important decisions in the game simulation like the game
outcome, passing accuracy, the willingness to run and number of sprints,
shots on goal, scoring chances and finally the goals.
Pressing is a team exercise, so it after a certain point it has
an effect on the players strengths. This is the case when the
team manager lets his team press for to long in the game e.g.
through the whole game. The effect in this instance would see
the players strength levels drop below normal progression levels.
In extreme players can even break down when used over a permanent
length of time.
In addition, Pressing also acts on the fitness of the player as a result of
the length of the game played. When a player under 30 years old is pressing
for over 30 minutes looses an additional 1 point from his fitness levels.
If the Team Manager continues to use pressing for over 60 minutes then a
further 1 point is lost from the players fitness levels.
Goalkeeper and Commitment/Pressing
Commitment as well as Pressing does not in anyway have an effect on
the values and actions of the goalkeeper during a live game.
It is also irrelevant to the fitness value of a goalkeeper at
which commitment or pressing level his team have been playing at.
A goalkeeper under the age of 30 will loose 1 point as a result
of playing a long or full match, while an older goalkeeper will
loose 2 or more points.
The Team Manager can decide over which part of the field or in what
style his team should attack. The ‘Counter attack’ is well
suited when playing against stronger opponents i.e. A counter
attack is the only chance to create some successful chances on goal.
If you find that your team is much stronger in the middle of
pitch compared to your opponents then it could be an idea to
‘Play through the middle’. Similarly, ‘Playing on the wings’
would be a good option if your players are superior to theirs.
Shots on Goal
Here the manager has the choice between the ‘From all positions’
and ‘Only in good opportunities’ options. In the first instance
the team will have more shots on goal, however they will have a
lower probability of scoring a goal. With the second option the
team has a lower number of shots on goal, but with every shot
they have on goal there is a higher probability of it being turned into a goal.
A team can play either in fair, normal or brutal manner.
The more aggressive you play, the more duals you win, therefore
the more control you have on the ball which leads to more chances
in creating goal scoring opportunities. On the other hand there is
a higher probability of an injury occurring to your own player or
the opponents player due to the higher frequency of tackles and also
the more aggressive you let your team play the higher the danger of
receiving a yellow or red card.
The team manager may want his team to play the short passing game
or bet on the long balls. He can also specify to use a mixture of
the two variants. If you play long balls, there is a high risk of
losing the ball and returning it quickly to the opponents.
On the other hand, the other team could be superior and this is
the only way to get the ball in the direction of the opponent‘s goal.
When your team is superior to the opponents' then the short passing game
will give a greater chance to move the ball forward quickly
and therefore increase the chances of scoring.
Pre-defined (automatic) Tactical Changes
When the team manager does not follow his team live, he can specify
in advance the tactical changes that he wants executed at a certain
time during the game. The automatic tactical changes that
are set are subject to all restrictions (such as the refusal of
the team carry out instructions, etc.) and may vary depending on
the score (when loosing or leading).