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Archive for January 2008

I’ll use “easy” numbers to make it clear.
Let’s imagine that for each match you’ll get 10 experience points.

If you play from 60 to 90m (or more) you’ll get all the 10 points.
If you play 50m, you’ll get 8,3 points.
If you play 30, you’ll get 5 points.
etc.

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Try curve balls: which skills we need to use this IO?

Nino: technique

Nino: Try to run from marker:

1st note – It only works on attacking situations (when the team gets the ball). If you’re defending, your player will ignore this option.

Advantage: By running clear of your marker you’ll be free to get the ball, obviously.

Disadvantages: running around a lot takes fitness and fitness takes skills; you’ll be probably out of your position if your team loses the ball.

It’s all about ball height really; depending on how high the ball is, you will either try to control it with your head chest or feet. Heading helps you control the ball with your head, technique helps you control the ball with your chest or feet. By “control” it means the time your player will “stop” after getting the ball and how far the ball will go after the first touch. If the “stopping time” = 0, then your player can play at first touch, including heading the ball (which rarely happens right now).

I’m going to re-code the whole process as I’m far from satisfied with it. Playing at first touch should always be possible, even if at expense of skills, and I’ll probably follow that path. That alone will increase the amount of times the ball is headed. That and the re-doing of the whole “ball dynamics” which sucks a bit at the moment.

If a player sets his movement to up in the field he will have a natural position higher in the field when attacking than normal. Same as backwards when defending, and field (if you want the player to run to the front when attacking and back when defending).

/

If you “go up in the field”, the player will do offensive movements, whereas “backwards” will do exactly the opposite.

Just remember that player with less positioning will find it difficult to recover their original positions.

The defensive vertical spread pulls the attackers and middies down when the team is defending if set as close, and leave them up if set as open;
The attacking vertical spread pulls the defenders and middies up when the team is attacking if set as close, and leave them behind if set as open.

Having a large attacking v.spread will NOT make our forwards go up on the pitch more than they would, and,
Having a large def. v.spread will NOT make our defenders go down on the pitch more than they would.

Defenders positions are untouched by the defensive v.spread, and attackers positions are untouched by the attacking v.spread.

About corners: are you considering the fact that left sided players actually take corners much better if they take them on the right flank – and vice-versa – due to the ball effect? Still some tweaks to do (not only on corners) obviously but right now our real focus are the NTs that we really want to introduce asap.



  • None
  • oooooo: oooooooooo
  • Andrei: This is about the skills from a game... that's what they do in-game. Try www.footstar.org ;)
  • Evan McKenzie: The term speed is sometimes ambiguous, in football pace is what most coaches refer to as the movements towards something or someone or covering dista

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