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If I have a wing back set on defensive mentality, but with forward
runs often, does he become schizophrenic? if i then add a backwards
arrow too does he just shake uncontrollably until his head explodes?

fowards runs, forward arrow, attacking ment.....
backwards arrow, defensive ment....??

what does it all mean? are they interchangeable?

it seems to me that some of these options are just "legacy" features.
 
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Mescalito wrote:

> If I have a wing back set on defensive mentality, but with forward
> runs often, does he become schizophrenic? if i then add a backwards
> arrow too does he just shake uncontrollably until his head explodes?

I do not know about FM. In CM0304, a DMC,R or L who has also attacking tendencies (i.e. has
positional values higher than 14 in AMC/SC etc. Nothing to do with attribute values.) will
regularly loose the ball when he has it as he always kicks the ball too far away from himself.
It is as if he is caught in a tangle in his head between slowly moving the ball up close to his
feet or humping a long one and dribbling as fast as possible. 100% guaranteed he will react this
way. Nothing you can do as regards team and individual tactical instructions. Go defensive or
gung-ho, he will push the ball 10 yards in front. Ask him to 'run with ball', 'go forward', the
same. Set everything to default, the same. The list goes on. Nothing to do with the player's
qualities either.


A sidenote.
It is the same with an attacking player charging up with the ball at his feet for a goal
attempt. He will when he reaches the last third, within 25 yards from goal for that last push of
the ball, kick it 10 yards in front of him too far. Not quite 100% of the time but pretty close.
That and players when down the channels for a good scoring opportunity always cut towards the
middle and running either into a returning defender or the GK. I supppose because it seems to
the coders that is the better scoring position so AI must direct the dots in the game to follow
suit. It is what I describe as a fossilised scripted event. The game is coded in such a way that
the AI does not vary and discounts the circumstances of the moment. In a word, dumb. Far too
many events in the match engine are like this. I do mean far too many. The AI, thus plays,
slavishly follows the set event no matter what the players, team, instructions, occasion are.
Fixed and predictable. One of the reasons why gamers try to look for that one killer tactic to
exploit in the game since sometimes anything you do with the options available will result in
the same outcomes anyway. You are almost reduced to a static specatator rather than a pretend
manager able to affect the results.

How does the above tie in with the thread? Since the AI is a set of fixed scripts, if the coders
have not thought how to implement a certain event, like the above wingback set to be very
defensive simultaneously asked to attack a lot, that player dot will react in a fixed and
predictable way. It appears that he is schizoid but it is just the AI failing to putting simple
things together to formulate a solution - defend tight when needed and attack in full flow when
you can. My bet in this example is the dot will always be out of position - charging up for the
ball when he should be marking the opponent next to him. Putting the ball out of play despite
under no pressure at all, that sort of thing. And he will behave like so every time.

> it seems to me that some of these options are just "legacy" features.

Since CM4, based on observables in the game, SI decided to let the AI take over most things in
the game and not have the human manager micromanage too much in tactics and instructions to
players; which is what real life football is. The manager is not like a gridiron coach who tells
his players exactly when and where to do a certain move through earphones. But this requires a
good flexible AI to pull it off. Sadly, the game does not have that yet. In order to balance
gameplay and not make it frustrating for the gamer to only watch events unfold unable to
intervene, there has to be a lot more instruction options in the game. So the 'legacy features'
have to be kept for the sake of making the game play out. If they can be made to cooperate with
the AI that is. If you take out the arrows/ mentality etc in the examples of this thread, you
may as well sit down and watch a game of footie on TV seeing you are in the same situation doing
either - being a distant spectator.
 
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Mescalito wrote:
> If I have a wing back set on defensive mentality, but with forward
> runs often, does he become schizophrenic? if i then add a backwards
> arrow too does he just shake uncontrollably until his head explodes?

Can you do forward and backwards arrows?
 
Archived from groups: alt.games.champ-man (More info?)

"Marc Robbins" <marc@ITHINKTHISMEANSNOSPAMrobbins46.freeserve.co.uk> wrote in message news:<ctivif$jq3$1@news6.svr.pol.co.uk>...
> Mescalito wrote:
> > If I have a wing back set on defensive mentality, but with forward
> > runs often, does he become schizophrenic? if i then add a backwards
> > arrow too does he just shake uncontrollably until his head explodes?
>
> Can you do forward and backwards arrows?

Nope...but you can do forward runs (check box), backwards arrow etc.
Or attacking mentality/backwards arrow etc....seemingly contradictory
instructions.
 
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The Wielder of the Scythe <scytheNOSPAMWIBBLE@netvigator.com> wrote in message news:<41FB93DB.59D3350E@netvigator.com>...
> good flexible AI to pull it off. Sadly, the game does not have that yet. In order to balance
> gameplay and not make it frustrating for the gamer to only watch events unfold unable to
> intervene, there has to be a lot more instruction options in the game. So the 'legacy features'
> have to be kept for the sake of making the game play out. If they can be made to cooperate with
> the AI that is. If you take out the arrows/ mentality etc in the examples of this thread, you
> may as well sit down and watch a game of footie on TV seeing you are in the same situation doing
> either - being a distant spectator.

An interesting throrough post mate. Couple of things, the AI in FM
seems much improved to me over CM. Less near post headers, less
predictable patterns of behaviour...so they may be getting there.

Also, taking away the these legacy elements still leaves a fundamental
difference between merely watching a game of footie - We buy and pick
the team.
 
Archived from groups: alt.games.champ-man (More info?)

Mescalito wrote:

> The Wielder of the Scythe <scytheNOSPAMWIBBLE@netvigator.com> wrote in message news:<41FB93DB.59D3350E@netvigator.com>...
> > good flexible AI to pull it off. Sadly, the game does not have that yet. In order to balance
> > gameplay and not make it frustrating for the gamer to only watch events unfold unable to
> > intervene, there has to be a lot more instruction options in the game. So the 'legacy features'
> > have to be kept for the sake of making the game play out. If they can be made to cooperate with
> > the AI that is. If you take out the arrows/ mentality etc in the examples of this thread, you
> > may as well sit down and watch a game of footie on TV seeing you are in the same situation doing
> > either - being a distant spectator.
>
> An interesting throrough post mate. Couple of things, the AI in FM
> seems much improved to me over CM. Less near post headers, less
> predictable patterns of behaviour...so they may be getting there.

I hope so. Because I am not coming back for CM/FM until they have made the AI more adaptable and dispensed with the use of
<S>.

> Also, taking away the these legacy elements still leaves a fundamental
> difference between merely watching a game of footie - We buy and pick
> the team.**

Personally, that is in the majority of matches what I was reduced to doing. Pick the formation and players and no more.**
Interfering with the individual instructions can be a disaster unless your players are top class and have 20 decision,
anticipation, determination and pressure. Otherwise, headless chickens. Leaving the individual instructions on as 'default'
serves to exploit the AI better as it lets the game engine lead the way - the best way. Sort of like not selecting
corner/throw-in takers so the game will always choose the best player to take them.

So I don't know. SI's choice to make the AI play 'the' (not 'a') dominant role during a match but not developing the AI in
such a way it plays out half way like football (50% like real football is all I would like to see right now) makes it a bit
boring for me. The AI follows the set routines too slavishly. Like I mentioned before, it is like a set of mini-scripts.
Example. Player A in position B with ball outwide triggers the dribbling script to cut inside. But defenders are on the
inside. Tough. Did not anticipate that. Lose the ball for a corner as defenders' script says kick it out if mentality is
defensively inclined etc etc.

An aside. Though why SI decided it is now fun to change the code so leaving blank slots for pen.takers and FK takers will
result in it randomly assigning anyone *including* GKs not equipped to do them is beyond a joke. It is as if it is a
deliberate response to what has been the normal practice in the CM3s. It certainly is not because of the penalty attrib being
visible now. Throw-in is too though inexplicably you cannot filter this one out on the team screen IIRC in FM. You have to
click on each player to compare.

**Sounds just like online fantasy football.
 
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The Wielder of the Scythe <scytheNOSPAMWIBBLE@netvigator.com> wrote in message news:<4203CAC7.24E578AF@netvigator.com>...
>
> **Sounds just like online fantasy football.

Ouch, low blow. A charge of ungentlemanly conduct wings it's way.......