Walk Over: Difference between revisions
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To avoid walkovers, it's adviseable to set up and maintain a default lineup with enough players, preferrably full squad. That way, if you forget/are unable to give orders to your team for the match in time, at least you don't suffer the consequences of a walk-over. | To avoid walkovers, it's adviseable to set up and maintain a default lineup with enough players, preferrably full squad. That way, if you forget/are unable to give orders to your team for the match in time, at least you don't suffer the consequences of a walk-over. | ||
==See Also== | |||
*[[Bot team]] | |||
[[Bot team]] | |||
[[Category: Game Concepts]] | [[Category: Game Concepts]] | ||
Revision as of 17:15, 15 March 2007
When a team doesn't field 9 players, the other team wins with a 5-0 scoreline. All ratings for this game are set to disastrous, but the player star ratings are still shown for the fielded players. If both teams don't field 9 players, the match result is recorded as a mutual walkover, a 0-0 draw.
Most of the time a walk-over opponent is good for an active team, because for the winning team, experience is gained, as is training, and in the same time there's no chance for the players to collect cards and suffer injuries. It also allows the active team to field the B squad and keep the best players for the cup match, if the team is still in the national Cup. However, in some cases the goal difference could be better and the goals don't count toward any of the winning team's players for the purposes of the top scorers competition. Also, walk-overs tend to attract smaller crowds, diminishing the gate receipts. Nevertheless, these drawbacks are usually so small that the benefits outweight them by a huge margin.
To avoid walkovers, it's adviseable to set up and maintain a default lineup with enough players, preferrably full squad. That way, if you forget/are unable to give orders to your team for the match in time, at least you don't suffer the consequences of a walk-over.