Confusion: Difference between revisions

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If you use a [[formation]] other than [[4-4-2]] you may find that your [[players]] are so confused by this that they play below their normal capacity. The stranger the formation, the more widespread the confusion. This risk can be counteracted by "[[Routine]]" and "[[Experience]]".
{{interwiki/Confusion}}
[[Players]] can get '''confused''' when you try a [[line-up]] they are not used to play with.  
The stranger the formation for the players, the greater the loss of team organization.


When your club experiences a confusion-based [[match event]], a text showing the level of confusion will be displayed in the [[Match Report]]. The "disastrous to excellent" scale will be used to describe the level of [[Formation Experience]] after the event. A confusion event saying that team organization fell to "wretched" means that it was very bad, while a drop to "solid" only had a very limited effect.  
When in confusion, all squad will play below their normal capacity. This risk can be counteracted by "[[routine]]" and "[[experience]]".


Besides 4-4-2, which is guaranteed to be free of confusion, there are 6 different standard alternatives where the risks of confusion are decisively smaller than the more [[extreme formations]].
== When does it happen? ==
Teams will typically be able to maintain sufficient experience to avoid confusion in at least three different formations.  This is done by alternating formations, playing one formation in the league match and the other formation in the cup match or friendly.
 
If you use a formation where [[formation experience]] is below excellent, confusion may occur.
The following decides if your team will be subject to confusion:
* If the team is used to playing with a certain [[formation]], the risk decreases. This is the only function of the team's routine with a certain formation. You can build up formation experience by using the same formation regularly
* If the players' [[experience]] (with a bonus for the [[team captain]]) is high, the risk decreases.
A test of confusion is carried out just before the match begins. Tests will also occur during match time.
<blockquote>{{Hu/Formula|formula='''Formation experience''' = ( XP sum + XP Captain ) / 12 * ( 1 - ( 7 - Leadership Captain ) * 5% )}}


*[[4-3-3]] (e.g. one of your midfielders has been repositioned as a forward)
*[[5-3-2]] (e.g. one of your midfielders has been repositioned as a central defender)
*[[3-5-2]] (e.g. one of your defenders has been repositioned as an inner midfielder)
*[[4-5-1]] (e.g. one of your forwards has been repositioned as an inner midfielder)
*[[3-4-3]] (e.g. one of your defenders has been repositioned as a forward)
*[[5-4-1]] (e.g. one of your forwards has been repositioned as a defender)


<small>"XP sum" is the sum of all your 11 outfielded players</small></blockquote>


The last two of these (3-4-3 and 5-4-1) are somewhat harder to pull off than the others, but all 6 of them are counted as standard alternatives.
== Effects in a match ==
If confusion should occur, this will be reported during the match.  
When your squad experiences a confusion-based match event, a text showing the level of team organization will be displayed in the [[match report]].  
The "disastrous to excellent" scale will be used to describe the level of [[formation experience]] after the event. A confusion event saying that team organization fell to "wretched" means that it was very bad, while a drop to "solid" only had a very limited effect.  


If you use a formation differing from 4-4-2, or [[formation experience]] is below excellent with the 6 standard alternatives described above, confusion may occur.  There is a greatly increased risk of confusion in the team if you use a non - standard formation, such as 0-7-3.
When you see a warning about confusion in the match report, depending on how important the organization level drop is, your team will behave as follows:
{| class=wikitable style="text-align:center"
|+Team performance
|- style="background:#b0c4de;font-weight:bold;"
| Team organization || Possession
|-
! Solid
| 95-98%
|-
! Passable
| 89-94%
|-
! Inadequate
| 83-88%
|-
! Weak
| 76-82%
|-
! Poor
| 66-75%
|-
! Wretched
| X-65%
|}


The following decides if your team will be subject to confusion:
Confusion affects [[possession]].
If the players are confused at half-time the coach can improve the situation somewhat by giving an extra briefing.
* If the team is used to playing with a certain [[formation]], the risk decreases. This is the only function of the team's routine with a certain formation. You can build up formation experience by using the same formation regularly


* If the players' accumulated [[experience]] (with a bonus for the team [[captain]]) is high, the risk decreases.
==See also ==
* [[Next season: Better formation balance]]
* 4-4-2 is completely risk free
* [[A close look at the engine upgrade]]


A test of confusion is carried out just before the match begins. Tests can also occur during match time. If the players are confused at half-time the coach can improve the situation somewhat by giving an extra briefing.


[[Category:Game Concepts]]
[[Category:Match concepts]]

Latest revision as of 17:08, 9 November 2020

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Players can get confused when you try a line-up they are not used to play with. The stranger the formation for the players, the greater the loss of team organization.

When in confusion, all squad will play below their normal capacity. This risk can be counteracted by "routine" and "experience".

When does it happen?

Teams will typically be able to maintain sufficient experience to avoid confusion in at least three different formations. This is done by alternating formations, playing one formation in the league match and the other formation in the cup match or friendly.

If you use a formation where formation experience is below excellent, confusion may occur. The following decides if your team will be subject to confusion:

  • If the team is used to playing with a certain formation, the risk decreases. This is the only function of the team's routine with a certain formation. You can build up formation experience by using the same formation regularly
  • If the players' experience (with a bonus for the team captain) is high, the risk decreases.

A test of confusion is carried out just before the match begins. Tests will also occur during match time.

Formation experience = ( XP sum + XP Captain ) / 12 * ( 1 - ( 7 - Leadership Captain ) * 5% )


"XP sum" is the sum of all your 11 outfielded players

Effects in a match

When your squad experiences a confusion-based match event, a text showing the level of team organization will be displayed in the match report. The "disastrous to excellent" scale will be used to describe the level of formation experience after the event. A confusion event saying that team organization fell to "wretched" means that it was very bad, while a drop to "solid" only had a very limited effect.

When you see a warning about confusion in the match report, depending on how important the organization level drop is, your team will behave as follows:

Team performance
Team organization Possession
Solid 95-98%
Passable 89-94%
Inadequate 83-88%
Weak 76-82%
Poor 66-75%
Wretched X-65%

Confusion affects possession. If the players are confused at half-time the coach can improve the situation somewhat by giving an extra briefing.

See also