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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]]"). 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 [[team organization]] 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. 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.
{{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.


*[[4-3-3]] (e.g. one of your midfielders has been repositioned as a forward)
When in confusion, all squad will play below their normal capacity. This risk can be counteracted by "[[routine]]" and "[[experience]]".
*[[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)


== 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.


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.
If you use a formation where [[formation experience]] is below excellent, confusion may occur.
If confusion should occur, this will be reported during the match.  
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
= The following decides if your team will be subject to confusion: =
* If the players' [[experience]] (with a bonus for the [[team captain]]) is high, the risk decreases.
 
*If the team is used to (see [[Routine]]) playing with a formation, the risk decreases. This is the only function of the team's routine with a certain formation.
*If the players' accumulated experience (with a bonus for the [[team captain]]) is high, the risk decreases.
*The more the formation strays from 4-4-2, the higher the risk. 4-4-2 is completely free of risk.
*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.
 
 
 
If you use a formation differing from 4-4-2, and, above all, if you choose anything other than the 6 standard alternatives (4-3-3, 5-3-2, 3-5-2, 4-5-1, 3-4-3, 5-4-1) there's an increasing risk of confusion in the team. The following decides if your team will be subject to confusion:
   
   
If the team is used to (see below) playing with a formation, the risk decreases. This is the only function of the team's routine with a certain formation.
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% )}}


If the players' accumulated experience (with a bonus for the team captain, see below) is high, the risk decreases.
The more the formation strays from 4-4-2, the higher the risk. 4-4-2 is completely free of risk.


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


Penalty shoot-outs: Nothing's more nerve-wracking than having to face a penalty shoot-out at the end of a cup-match or qualifier. At every penalty (not during regular match time, though) a test of the players experience is carried out. At this point, don't send forth your shaky 17-year old debutante as the first penalty taker! The skills taken into consideration include scoring ability, set piece ability, as well as the technical specialty for penalty-takers, and the keeper skill for keepers.  
== 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.  


"Nervous situations": Very important or dramatic matches might mean that inexperienced players loose their grip on the game. This gets worse the more they lack experience. Only the team with the lowest amount of experience will be subject to this during a match.
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:
So far, this has all been about how experience and a team's routine with a certain formation is applied. How does one acquire routine and experience, then?
{| 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%
|}


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 ==
* [[Next season: Better formation balance]]
* [[A close look at the engine upgrade]]




[[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