Forum Discussion
ADDENDUM: The Tactical Solution to Scripted Failure
To the Dev Team: If you want to "mitigate" the need for an immersion-breaking Automatic Keeper Kick-Out, the solution isn't to take control away from the player—it's to give us the tactical tools that exist in actual football.
- Implement a Responsive Team Press: The reason players play "Keep Away" is that the current AI marking is non-existent. Instead of forcing my keeper to kick the ball out of play, make the Team Press (D-Pad) actually work. In a true simulation, if I am circulating the ball, the opponent should be able to trigger a high-line press that is effective, stamina-taxing, and organic. Scripting a turnover is an admission that you can’t code a functioning defensive AI.
- Demand: A Dedicated "Team Track Back" Command: The most frustrating aspect of FC is watching my midfield and wingers jog back while I’m being countered. We need a Team Track Back button (or a dedicated tactical override) that forces every player to sprint behind the ball immediately. Or at least track back in the right direction (goal-side/central)
- Currently, AI players "nap" during transition because their "Defensive Awareness" stat is being used as a throttle.
- If a player is out of position, they should be penalized with Stamina Drain, not by having their logic entirely deleted.
Stop using scripts to "balance" the game and start giving us the manual control to play the sport correctly. If I can't command my team to press or track back, your game isn't a sim—it’s a scripted cinematic.
Another potential fix that should be implemented anyhow - is dual formations: we should have on-ball and off-ball formations. This would at least allow for players to immediately track back to their defensive positions once possession is lost rather than going to a per-assigned position on the pitch based on a formation that seems to include both on- and off-ball responsibilities - this is flawed.