Unavailability table

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Yes
11
73%
No
4
27%
 
Total votes: 15

tuways
Team Board Member
Posts: 399
Joined: Sun May 07, 2006 1:55 pm

Unavailability table

Post by tuways »

I would find an injury table (Unavailability table) of other teams (than your own) very helpful. I don't mean a detailed one, but one where you can see a list of all players which won't play (in the next game) FOR SURE, because they are banned or injured. I mean, you can already see that if you look at the other team's player details (for every player, which takes a lot of time!!), but a list gives you a much much better overview and isn't difficult to implement.

For me the game preparations would be far less time-consuming, than they are now.

I am looking forward to hear/read other perspectives... :D

Greetings...
BOBO, mereu aproape...
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Paul_G
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Location: Delaware, USA

Post by Paul_G »

I suppose it's nice to have, but really it wouldn't affect my game preparations at all. All I do is look at the aggression level of the ref and adjust my team aggression level accordingly. Are the rest of you doing much more than that?
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tuways
Team Board Member
Posts: 399
Joined: Sun May 07, 2006 1:55 pm

Post by tuways »

Well, this is how I play the game. (I am talking only about important matches like strong friendly cups or, of course, the League) First I look at my opponents last 5 matches to see what aggression he set for his team comparing to the ref and what style, formation and tactics he is using. Then I take a good look at his first eleven in the 5 matches and try to figure out what his normal 1st team is. And then I look at a part of his players (most of the time around 13-15 players) who could be in this 1st eleven, and look at their Global Rating, Best Performance, Last Performance, Morale and Fitness. At this point I almost know how to play. Well all this I can do in his player overview, without paying any attention to the player details (Image). Now, I always look if his players are unavailable because if his main strikers are injured I can play less defenders (or a SW for a CB :D ) or if his defenders are banned I can play 3 strikers instead of 2 or 1. I always try to adjust my game to the one I think my opponent will play, and try to surprise him. That's why for me personally such a list would save a lot of time...
BOBO, mereu aproape...
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Paul_G
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Posts: 313
Joined: Sat Jul 23, 2005 2:28 am
Location: Delaware, USA

Post by Paul_G »

Hmmm.. that's good planning. I will have to adopt that and see if I can get some benefit from it. I worry though that I don't have enough top players to do that. I've got 3 top forwards, 4 top midfielders, and 3 top defenders... the other guys are backups and youths, so any formation change I make will weaken the overall lineup.

I think I'd get more into that if I knew more about how the code worked. Like if my opponent has a LB with a lot of skill but not much speed, would it benefit me more to play an attacker on that side of the field with 97 speed, even though he might not be as good overall as another player? I have no way of being able to tell that from the information I get. :?
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At one brief point in the past, America...
At one brief point in the future, the world?
Red_Army_Squad
Team President
Posts: 520
Joined: Mon Nov 28, 2005 9:51 pm
Location: Standing on the edge of the world

Post by Red_Army_Squad »

That's also how I plan my matches, but only if my opponent is better than me. If not, I just look how good his best player is and if I can I play with my B-squad, to prevent injuries in my A-squad.

But I don't think it would care much if you could see whether the opponent's player is injured or not. It's just one player, who is replacable.
You can see if a player is injured or not just by looking in the stats, I think that's enough!
silverblast
Member of the Soccer Project Association
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Post by silverblast »

Paul G, experience in searching for codes (For performance calculation, I co-operated with Pelsen to search that code..which we found :) ) has taught me that SoccerProject is a genious combination of numbers and text. But the chances are, to me, very high that seperate skills don't have any influence. Speed, etc, can only influence the performance of a player by an individual order and te skill's influence on the global rating of course. Next to that, I don't believe in things like "he's faster, I should put him on the sides". These things work in real, not on SoccerProject. The only doubts I have is about headskills. Do attackers with good headskills score easier than attackers with the same global rating but with weaker headskills and better sideskills?

Some while ago, I started my "glorious investigation" to find the game engine for the games themselves. First of all: It will never be possible to predict a game accurately since there's a random generator inserted in the code. (If not, I can't find a logical way how to create the random)
Then, I believe SoccerProject is still not much developed on the tactics I believe. (this might be because of all their time going to server performance) We don't even know how much ball possession each team had in a game. Individual orders are just for giving an extra push to the performance of a player, etc.

Of course I don't mean to offend SoccerProject. But to some people, if you actually take a good look, the game might seem to 'mathematical'. No, I certainly don't want a more text based game like Hattrick. But sometimes I just believe I'm just setting the components of a sum. There has been a time that I believed that SoccerProject made the sum of every team, put them in an equation, add some random and poof, there you have the score. I can't prove this isn't the case, but I sure hope this isn't what it's like now.

Edit: My apologies for the many grammar mistakes. :wink:
Edit2: Don't worry, I've never found the match engine. It would take the fun away and I would never be able to predict something exactly anyway...
The Arbiters - F.73

Previously: Olimpia Piraeus - H.171

A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools - D. Adams, 2009.
Sjarel
Member of the Soccer Project Association
Posts: 6169
Joined: Tue Feb 17, 2004 8:06 pm

Post by Sjarel »

silverblast wrote:Paul G, experience in searching for codes (For performance calculation, I co-operated with Pelsen to search that code..which we found :) ) has taught me that SoccerProject is a genious combination of numbers and text. But the chances are, to me, very high that seperate skills don't have any influence. Speed, etc, can only influence the performance of a player by an individual order and te skill's influence on the global rating of course. Next to that, I don't believe in things like "he's faster, I should put him on the sides". These things work in real, not on SoccerProject. The only doubts I have is about headskills. Do attackers with good headskills score easier than attackers with the same global rating but with weaker headskills and better sideskills?

Some while ago, I started my "glorious investigation" to find the game engine for the games themselves. First of all: It will never be possible to predict a game accurately since there's a random generator inserted in the code. (If not, I can't find a logical way how to create the random)
Then, I believe SoccerProject is still not much developed on the tactics I believe. (this might be because of all their time going to server performance) We don't even know how much ball possession each team had in a game.
The game engine does.
Individual orders are just for giving an extra push to the performance of a player, etc.
That is not entirely correct, not all ind. orders have the same influence on a player, team and a game.

Of course I don't mean to offend SoccerProject.
No offense taken, just wanted to clarify some things...
But to some people, if you actually take a good look, the game might seem to 'mathematical'. No, I certainly don't want a more text based game like Hattrick. But sometimes I just believe I'm just setting the components of a sum. There has been a time that I believed that SoccerProject made the sum of every team, put them in an equation, add some random and poof, there you have the score. I can't prove this isn't the case, but I sure hope this isn't what it's like now.

Edit: My apologies for the many grammar mistakes. :wink:
Edit2: Don't worry, I've never found the match engine. It would take the fun away and I would never be able to predict something exactly anyway...
SoccerProject: Can you manage it ?
TSY
Team Manager
Posts: 134
Joined: Sun Mar 26, 2006 2:30 am

Post by TSY »

a great idea
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