Football, Tactics & Glory

Football, Tactics & Glory

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kErlchen Jun 14, 2018 @ 5:34am
Skills substituting attributes
Does anybody else feel, that the current skill system seems broken, as it allow substituting attributes for many positions, allowing very weird player builds?

e.g.
Full backs neglecting defence, since they have slide tackle.
Wing attackers only investing in control to finish with rainbow feint or cannon shot.
Players with 0 zero passing ability, playing deadly passes with layoff/long pass.
...

Wouldn't it be better to make the skills based on an attribute and provide bonuses under specific circumstances?

Rainbow feint providing a bonus to control (maybe +25 per lvl) to score goals/outmaneuver defenders.
Cannon shot to accuracy (+25 per lvl) when no defender is between the attacker and goalkeeper.
Layoff pass allowing to lead up to 1 field per lvl (limited by the mobility of the receiving player), but interceptable by normal passing rules.
...

Would this be moddable? How hard would this be? Are there any good modding tutorials around?





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Steel Rat Jun 14, 2018 @ 5:39am 
afaik you can only mod leagues...you can't mod the engine or the code
Of the first listing of your post, wing attackers are meant to be control guys, not because of skills but because of their ability to break-in.
Moreover as your ideas might seem sexy, I like very much a system like it... It feels like a completely rework of the game... I don't see it happening right now. When you begin to have skills, most of the attributes can feel useless, yet they aren't, you might just end specialise your players differently once you know how the game really works.
kErlchen Jun 14, 2018 @ 5:57am 
Already feared it might be hard to mod this particular area of the game.

I dont feel, that it is a huge issue as well. The game in its current version is fun and attributes are certainly important, it just feels counterintuitive/illogical at times, which attributes are to max for which players and the current system favors Min/Maxing maybe a bit to much.
But you are right, the whole thing would be a complete overhaul and might require its own balancing.
Zangdar Jun 14, 2018 @ 6:12am 
What saddens me the most is to chain the same skill: yes, it drains energy with each use, but there is abuse (AI) . It would be nice to have some sort of period of inactivity or rest. Example: you can not string more than 3 times the same skill in a same turn if you have level 3 or 2 times in a row if you have level 2 or only once per turn if you have level 1.

This being so, I am "militating" to keep the current competences, but adding a system of character traits (moddables if possible) that would be complementary; to diversify the profiles of the players. I think this would join your original idea ?

Originally posted by Zangdar:
Here are several character traits to give us ideas to diversify the profiles of footballers :

Aggressive : +5% to commit a fault in all tacles, but DEF +12 bonus trait (but can not exceed 300)
Natural trait (born with) or passive trait that unlocks after committing 60 faults in his career

Beautiful : +0.01% fan per match and +1% at sponsors payments
Natural trait (born with)

Balanced player : +6 bonus on the 2 lowest stats
Natural trait (born with)

Hyperactive : energy recovery is 50% faster, but statistics drop further (x1,25 normal tiredness) when player is tired (red zone)
- incompatible with "Hyperactive" or "Roisterer" -
Natural trait (born with)

Tough : energy recovery is 20% faster
- incompatible with "Tough" or "Roisterer" -
Natural trait (born with) or passive trait that unlocks after finishing 40 matches tired, in the red zone, in his career.

Roisterer : energy recovery is 10% slower but starts the match or the replacement with 1/4 of motivation star already filled; then it starts from 0.
- incompatible with "Hyperactive" -
Natural trait (born with) but that has a 10% chance of disappearing on each birthday.

Moral steel : starts the match or the replacement with 1/2 of motivation star already filled; then it starts from 0.
- incompatible with "Roisterer" -
Natural trait (born with) or passive trait that unlocks after finishing 40 matches defeated in his career.

Penalty shooter : the shooter has 2 chances out of 4.
Penalties recordman : the goalkeeper has 2 chances out of 4.
left + mid-left OR mid-left + mid-right OR mid-right + right
passive trait that unlocks after shooting (shooter) OR after having really stopped (goalkeeper) 20 penalties in his career.

Mercenary : renewing the contract costs 5% more expensive, but ACC/PAS/DEF/CTR +3
passive trait that unlocks after changing clubs before staying here at least 2 years (only once is enough to qualify as "mercenary") but that fades as soon as the player has 3 years of seniority in the same club.

Loyal to the club : renewing the contract costs 10% less expensive
Natural trait (born with) or passive trait that unlocks after having been employed at least 4 years at the club, but that fades when sold to another club.

Devoted Worker : Abilities take 10% less time to learn or 40% less if the tree option at +30% has been chosen.
- compatible with "Simple man" -
Natural trait (born with)

Simple man (stopped school a bit early) : Abilities take 10% more time to learn or 20% less if the tree option at +30% has been chosen ; but his main statistic is increased by +12.
- compatible with "Devoted Worker" -
Natural trait (born with)

Collective player : PAS +6
Natural trait (born with) or passive trait that unlocks after having made 20 assists in his career.

---

This is an alternative to old age mentioned in point "5d/ Aging impact", to simplify the work of devs.
Old Player : - 6 at ACC/PAS/DEF/CTR (a statistic can never go below 1)
passive trait that appears at the 32th anniversary

Have fun ! :steammocking:
Last edited by Zangdar; Jun 14, 2018 @ 6:14am
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Date Posted: Jun 14, 2018 @ 5:34am
Posts: 5