Editing Confusion

From Hattrick

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
{{interwiki/Confusion}}
+
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 [[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. 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 formation]]s.
If youre players are not used to play with a [[formation]] you may find that your [[players]] are so confused by this that they play below their normal capacity. The stranger the formation to the players, 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 [[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.
+
*[[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)
  
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:
+
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 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 (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 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 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.  
  
* If the players' accumulated [[experience]] (with a bonus for the [[team captain]]) is high, the risk decreases.
+
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.  
 
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.  
  
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.
+
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.
 +
 
 +
"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.  
 +
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?
  
When you get a disorganization message in the match report, depending of the level your organisation drops, your team will perform as it follows:
 
  
ORGANISATION PERFORMANCE
 
Solid 95-98%
 
Passable 89-94%
 
Inadequate 83-88%
 
Weak 76-82%
 
Poor 66-75%
 
Wretched X-65%
 
  
  
[[Category:Match concepts]]
+
[[Category:Game Concepts]]

Please note that all contributions to Hattrick may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see Hattrick:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)