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For me only visual experience helped with this.
Cant see this. Or as mentioned by someone else, its not really logic that we need but "geometry rules". As I mentioned, the original title may not have been very accurate.
For now, I would settle for understanding the geometry of the current system :)
Initially, in the earlier prototypes. the tiles were chosen depending on the ball trajectory. We should have chosen one tile on which the interception happens. But when there are two concurrent tiles, we choose the one on which the trajectory line takes the bigger space.
You can't see the line in the game because we show the arrow from the tile centre to another tile centre which is not a very good representation of the ball's line (the ball never moves from the tile centre, it's always on one of the sides).
It's a painful problem for me. And I really hope to solve it somehow in future.
As some temporal measure, here's a guide with helpful screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1757697206&searchtext=%D0%97%D0%BD%D0%B0%D0%B9%D1%82%D0%B8+%D0%BF%D0%BE%D1%81%D1%96%D0%B1%D0%BD%D0%B8%D0%BA+%D0%B4%D0%BB%D1%8F+Football%2C+Tactics+%26amp%3B+Glory
This actually highlights the issue well. There should probably a logic to it. Drawing lines is a good enough logic, if it were consistent, and the above picture shows that it may not be consistent.
For context, look at all the middle pictures (Column 2, for all 3 rows) in the picture. I am not sure if we have selected the cells where the ball line spends the maximum time. The center picture (Row 2, Column 2) seems incorrect or inconsistent with a "symmetry" logic.
Wouldnt it be easier to define a logic ?
Also the picture shows examples only for length 3, length 4 and length 5 passes. Any pictures length 2 and length 1 ?
https://steamcommunity.com/sharedfiles/filedetails/?id=2304244521