Logo Logo
Server time: League Day 19, April 26, 2024 / 10:48

Archive - December 2020

Match Engine 2.5
Posted by Admin on December 20, 2020 10:36

Hello,

I've promised I'll get back to you guys with a detailed explanation on how the new Match Engine works.
It's quite a lot to explain, si I took a bit of time to write it as detailed as I could. Any questions you have, please let me know. I might've missed something :-)

Players

When a team is loaded for a new match, the ME checks for valid players, and if a player is missing for ANY reason, a random player will be assigned to that position (field or sub), or to a Role (Captain, Set Piece Taker, etc).

A few things happen before the match can start:

1. Adaptability - Adaptability is used as is in the ME. So if a player is 80% adapted, he'll start with 80% of his attributes. So a 20-pace player will have 16 in the ME.
2. Morale - Morale influences up to 20% the attributes negatively. So a player with 50% morale, will decrease 10% in attributes. A player with 100% morale won't get his attributes decreased.
3. Consistency - The max consistency number will be calculated for the player. This will be a number between 0 and 45. 100 consistency means 0, while 1 means 45. This is the MAX consistency a player can have. So a 50% Consistency means his max will be 22.5. Once this is calculated, a random number between 0 and that max is picked. That number represents the % that is deducted for that player's attributes. In the example above, the player will have his attributes decreased between 0 and 22.5. This means that consistent players will have a higher chance to get lower max numbers, meaning they play close to their attributes, while inconsistent players can vary between 55-100% of their attributes.
4. Fatigue - Player fatigue is calculated based on his Stamina attribute. The higher his Stamina, the less he will get tired during the match (the penalty added to his physical attributes). The max a player can decrease via Fitness is 20%.
5. Determination - His determination is calculated, based on his Determination attribute. The higher the Determination, the more he will use his mental attributes in the game (the penalty added to his mental attributes). The max a player can decrease his mental attributes is 6.
6. Interactions - There is a 20% bonus added to the group of attributes you as a manager picked for the player when interacting with him.
7. Captain - The Captain contributes up to 5% to all the players' attributes on the field, depending on his Determination and Team Work.
8. Match Importance - Attributes receive bonuses depending on the Match Importance (match type), up to 30% (for international matches).
9. Versatility - If a player plays off-position, he'll use 25% of his attributes (for a low-versatility player) and up to 50% (high-versatile player).

Attributes are calculated every second of the match, and all penalties are applies one after the other.

Starting the match

A random team is picked, and the weather for the match is calculated. If the team doesn't have a proper installation on the field, the players will receive extra damage bcause of it.

Playing every second

Every second of the match is played, and it has the following sequence:

a. Player decides what he wants to do;
b. Player executes what he decided on;
c. Opposing team reacts.

Making a decision

The player with the ball will make a decision. How this works:

1. His Decision attribute is checked. The better the attribute, the more likely he is to make a good decision. The worst his attribute is, the more he is likely to make a poor decision.
2. The ME checks if the team wants to Retain Possession or wants to Counter Attack. These are taken into account in step 3 (he will try to choose more pass options).
3. The player assesses his options. He can Shoot, Pass, Dribble or Clear.
a. Shooting - If the player has enough space for a shot, he will attempt it. This available spacing is based on the attributes of the players around him (Positioning, Marking & Anticipation). A % is calculated based on these (let's say it's 80%) and that's basically the chance for that player to not leave a space open for a shot. And now, every player near the shooting player has a chance to not let the player shoot. The better a player is, the less players are going to be able to shoot around him.
b. Dribbling - Same as shooting, but the attributes used are Speed based (Acceleration, Pace & Anticipation).
c. Clearing - ME checks if the player wants to clear - The inverse value of Bravery, Agility & Anticipation. So the better the attributes here, the less likely he'll try to clear.
d. Passing - Creativity is used to determine what teammates he can "see". So, the better Creativity, the "larger" the distance he can see, and the more options he can think of. A low Creativity player will see just his closest teammates. Distance is used is a factor as well here.

The likelyhood of a good pass is also given by the capabilities of players to make themselves available for passes (Work Rate, Off the Ball & Positioning).
Passing preference is then modified by team tactics, through Passing and Passing Focus. These tactical options convert every pass option into a "Good" or "Bad" one, and they're organized into a list by their chance of success.
Team Shape is also applied. This simulates how players move on the field. A fluid approach makes the player more/less likely to be selected for a pass, while a more structured play adds no randomness in the selection.
After all these are calculated, his Decisions attribute comes into place. The worst this attribute is, the more jumbled these options are for him.
So an option that is 100% good, can be a random number between 70 and 100%. This means he'll make more mistakes in judgement over the course of the game.

All of the options then are finalized, sorted, and the BEST decision is picked.
Sidenote: If the player doesn't "see" an option, he will just clear the ball.

The opposition strikes back

Once the player decides on an action, the other players (but not for a clearing decision) have the opportunity to try and stop him (Positioning, Work Rate & Team Work).
For every player close enough to the ball, he will have a chance to mark the player.
Marking is based on Team Width (width players contribute less when the play is in center, and vice versa) and the player's attributes (Marking, Tackling & Anticipation).

If the tackle is in defense, the keeper will be able to help and coordonate the players (Communication) - up to 10%.
If the marking is successful, he will have a chance to make a tackle.

The success of the tackle is based on the Team Tackling - Stay On Feet vs Get Stuck In. Stay on Feet has a lower chance of success and a lower chance of fouling, while Get Stuck In is the opposite.
After the type of tackle is decided, the player Bravery and Dirtiness decides the % of a clean tackle or foul.

If a foul is successful, a FK is fiven, and the player has a chance of getting a card. The Dirtiness of the player is the one deciding on the chance of that player getting a yellow/red card.
Regarding the Injury - a damage value is calculated based on the weather and the field. This damage will be calculated based on the Injury Proneness of the player. The lower the value, the higher the possibility for him to be injured.

Anyway, even if a player managed a tackle or not, the closest player will compare his physical attributes (if the ball is high - Header & Jumping, if a dribble - Acceleration & Pace, if not - Strength) and the difference will be used to give an advantage or a disadvantage to the player with the ball when he's making a decision.

Wasting time

Every Set Piece generates a 'dead' period - a keeper catching a ball, a Corner, a FK generates a few seconds where play is stopped.
For every action the Team Tempo is added - if a team plays quicker, they'll spend less time here, while playing slower means the opposite.
Sidenote: An Offensive Mentality will make the play slower.

Making a shot

Depending on where the ball is (High - Heading, Jumping & Finishing, Out of the Box - Long Shots & Finishing or Inside Box - Finishing & Agility) the ME will decide on a Target %. It will then decide if the shot is on target.

If the ball is close, Composure will be used to determine how well he copes under pressure. This is a percent removed from the accuracy of the shot (between 0 and 50%).
First Touch is used to determine how well he manages to control the ball. This is a percent removed from the accuracy of the shot (between 0 and 25%).
Concentration is used to determine how well he concentrates in the game. It starts at 100%, and it gradually decreases to 60%. The rate of decrease depends on his Concentration attribute. This % removed from the accuracy of the shot.
Flair is the final attribute applied. It's a bonus percent (up to 20%) added to the accuracy of the shot, and it's random, depending on the Flair attribute. The higher the attribute, the more likely he's able to do something unexpected.
Distance is a factor as well - the more distance to the goal, the harder it is to be accurate.

If the shot is inacurate, it will generate a missed event, and the play will resume from the opposing keeper.

If it's accurate, Technique will be used to determine what shots the player 'knows'. There are 7 types of shots, and Technique establishes which can be used. A low-technique player will shot typically with low-chance of shots, while high-technique players will get a chance to execute higher-accuracy shots.
This will add to the accuracy of the shot.

Once everything is calculated, the Keeper's save value is calculated. This will decrease the chance for the player to make the goal.
Once this is calculated, the shot is made, and the ME decides if it's a goal or the keeper manages to save it.

How the keeper works

The Keeper will first position himself depending on where the ball is. If the ball is High, he will decide (Command of Area, Positioning & Anticipation) if he wants to go out of the post or if he wants to punch it (Punching, Bravery & Strength).
If the ball is on the ground, he decides if he wants to Rush Out (Rushing Out, Acceleration & Pace) or stay on the line.
Once this is done, he will perform a dive. If the ball is High, and he is out of the post, he will use his Aerial Ability (Aerial Ability, Jumping & Balance).
If the ball is low and he is out of the post, he will use his One on Ones ability (One on Ones, Anticipation & Reflexes).
If not, he will use his Reflexes (Reflexes, Anticipation & Agility).

If he manages a save, he'll use his Catch ability (Handling, Positioning & Anticipation) to either catch the ball or send it to a Corner.
If he decides to Punch the ball, he will deflect it. Depending on his Strength, he will be able to punch it far or close.

If a keeper tries a pass, he will use his Kicking ability (Kicking & First Touch), and if he tries to Throw the ball, he will use his throwing ability (Throwing).

Making a dribble

Dribbling works similar, with the following changes:
a. There are 4 types of dribbles, unlocked by Technique.
b. Accuracy is based on Dribbling, Agility & Anticipation.
c. If a dribble is missed, the possession is lost.

Making a pass

Passing is similar to shooting or dribbling, with the following changes:
a. There are 5 types of passes, unlocked by Technique.
b. If a ball is on the flanks - Crossing, Anticipation & Agility is used to determine accuracy.
c. Accuracy is based on Passing, Anticipation & Agility.
d. Distance is used for accuracy.
e. If the ball is close to the opposing area, there's a chance of an offside, depending on the defence of the opposition (Positioning, Work Rate & Off the Ball) and the Team Tactic.
f. A missed pass will trigger a Deflection.

Making a clear

Clearing is simple - the ball is deflected.

What's a deflection?

When a ball is Deflected for any reason, there's a confrontation between all the players in the area. The ball is randomly moved in an adjacent area far or close to where it was previously.
Based on the positioning of the players - Defensive (Positioning, Work Rate & Team Work) and Ofensive (Positioning, Work Rate & Off the Ball) - the best player is going to win the ball.
If there's a chance for a Counter Attack (depending on the Team Tactics), the ME will check and trigger or not a Counter Attack event.

Rating players

The player rating at the end is solely based on their performance. The best they play, the best the ratings will be.