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10-19-2006, 01:59 PM
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Tactical Theorems and Frameworks '07 Post #21 | | Newb
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I think that testings made at 3-10-17 will show effects better than 5-10-15. 5-10-15 would be good in a 0-5-10-15-20 scale but this would generate far more tests.
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10-19-2006, 02:09 PM
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Tactical Theorems and Frameworks '07 Post #22 | | Newb
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I don't like direct passing, not even for defenders. I concluded that direct passing leads to quick loose of possesion; You cannot controle the game so well. But I am aware that a lot of other people use them currently (at least for the defenders).
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10-19-2006, 02:14 PM
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Tactical Theorems and Frameworks '07 Post #23 | | Newb
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My logic says that for players with low decision not only fix a low CF but also try to avoid "mixed" instructions. For low decision players, instructions should be clear and try to minimize the number of situation where he must decide. On opposition, players with high decision must have a lot of "mixed" instructions because they will decide well in most ocasions.
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10-19-2006, 02:47 PM
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Tactical Theorems and Frameworks '07 Post #24 | | Newb
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Fantastic stuff, wwfan. Really well researched and brilliantly written!
With regards the slider pairings, I've had a bit of success on the demo version of 07 by pairing tempo/passing style. It seems fairly intuitive: if you want to keep posession and take a patient approach, then short passing is the way to go; whereas if you want to keep the ball moving quickly, direct passing is much more suitable.
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10-19-2006, 03:16 PM
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Tactical Theorems and Frameworks '07 Post #25 | | Registered User
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Sorry to put a downer on everything, but this is a new game. Isn't it all a bit naive to claim that the FM06 frameworks are going to succeed here? My suggestion is that you have to start afresh. Since wwfan, you have not even played the game, I am not sure you can judge as yet. For example, you claim time wasting should be on 15 for a defensive away formation, but one of the in-game hints of 07 claims that high time wasting is extremely dangerous until the end of the match.
Please do NOT see this as me putting you down in the slightest. Your previous theories are magnificent for the lesser tacticians out there, and a lot of it makes sense. I am a skeptic though and I don't want the 06 engine to be the same as 07 since it did have its flaws. I really look forward to your new input into 07 but I really hope you observe this as a new game and your observations are not clouded by by 06.
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10-19-2006, 03:56 PM
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Tactical Theorems and Frameworks '07 Post #26 | | Registered User
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These are all based on assumptions from the last game remember.
However, I think you're right. My early impressions of the game are that the sliders effects are more obvious in the match engine than before. Time wasting, as you've pointed out, is the classic example. Whereas in '06 it could be used in such a way from the start, the opposite appears true in FM2007 (although there has been no testing as yet...).
I think that the somewhat ambiguous areas of '06 such as creative freedom and time wasting will be clarified a lot more in this version, because it seems the sliders' effects are visually implemented more effectively. This could lead to a rethink of several areas of theory from the game's predecessor, which is I'm sure what wwfan wanted to discuss within this thread: Quote: |
It needs to be taken into consideration that this opening post is based on the assumption that ’07 is an evolution of the ’06 game engine. I have had no prior access to the ’07 engine, but have had support from some that have suggesting that my theories still hold water. One obvious difference in the engine is that slider differences are more acute and thus some of these theories may need no little adaptation. Therefore, please don’t take these theories and assumptions as gospel and feel free to rewrite them if you find better alternatives.
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10-19-2006, 04:28 PM
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Tactical Theorems and Frameworks '07 Post #27 | | Registered User
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And I would love to be involved with the new theories and assumptions that you and many others have contributed to SO immensely. I just feel we would be doing ourselves and the game a disservice if we assume all theories remain constant from 06. Obviously, some things will remain the same since football is football and tactics are tactics. I truly hope that the more ambiguous elements are cleared up somewhat and that this is clearly observable in the new match engine. Can't wait to see what it's all about. One small thing I noticed from the demo already is that you can play a flat midfield 4 and still have a CM sit and anchor. Believe it or not, this is a huge thing for me. Anyway, ciao for now.
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10-19-2006, 05:12 PM
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Tactical Theorems and Frameworks '07 Post #28 | | Newb
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This is such a cracking read that I believe that it should be required reading before newbies enter the forum to ask the enevitable (why can't I win?) questions.
It has been such a joy reading your posts. You have contributed so much that you deserve a life-time holiday!
Seriously, the forums would be very dull without your posts, and I believe that I have learned so much about the game through your hard work.
I've never really used your theories before though. There always seemed to be certain contradictions in it to me. It seemed to relay on lots of changing tactics, whereas I generally tend to follow the 'slider apathy' template, where you can make quick and easy changes to your team.
Now though, I might just try the ROT and see how it goes.
Thanks alot wwfan :thup:
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10-19-2006, 05:36 PM
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Tactical Theorems and Frameworks '07 Post #29 | | Newb
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Interesting article wwfam. just wondered how do you mkae so that u can use figures 1-20 instead of a slider when using player instructions.
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10-19-2006, 05:39 PM
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Tactical Theorems and Frameworks '07 Post #30 | | Registered User
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Just count- left-most notch on the slider being 1, the right-most being 20.
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