It’s important to say that Score! Match is a game and is not intended to be a full and accurate simulation of the sport of soccer (if it was then matches would be 90 minutes long!). As with any video game, part of the game is to discover yourself how different stats & behaviours affect the game, whilst managing elements of unpredictability inherent in any real football match
It is intended though that the stats & behaviours have a meaningful bearing on gameplay in line with real life strengths and attributes of players, and here is some background information:
- This stat affects how fast a player can run at top speed.
- A player’s top speed decreases when dribbling, inversely proportional to their SKILL stat. So, a player with a high SKILL stat will dribble faster than a player who has a lower SKILL stat, but shares the same SPEED stat.
- This stat also controls the player’s acceleration; how quickly a player can reach their top speed.
- All this combined means that it’s entirely possible for a player with a lower SPEED stat to run faster than a player with higher SPEED stat, whether they are dribbling or not.
- This stat affects the height and jumping height of a player.
- Consequently, this affects the height at which the player can intercept, kick or head the ball.
- This stat controls the impact on a player when two players come together or collide.
- A higher stat compared to the other player means that player will be less impacted by a collision, and therefore more able to gain or maintain control of the ball, or complete execution of a kick.
- The stat also affects the impact of a player stumbling after being tackled. A higher stat means they will stumble for less time.
- This stat controls the power that a player can kick the ball with.
- Consequently, this controls how far a pass can be kicked or headed, and the power that a shot can be kicked or headed with.
- This stat affects a variety of elements around a player’s skill or natural ball control ability.
- Higher values mean:
- A player’s speed reduces by less when dribbling
- A player’s touches of the ball keep the ball closer to the player
- A player has a greater chance of performing ‘skill’ kicks such as Rabonas and Overhead Kicks
- A player has a greater chance of using ‘skill’ controls, such as heel-chops etc.
- A player can curl the ball more when kicking
- A player can kick the ball more accurately to the target destination (less random error is applied to kicks).
- For goalkeepers, higher values mean:
- Keepers can save shots at higher distances
- Keepers can save shots at higher speeds
- This stat affects a how players respond to situations around them.
- Higher values mean a player reacts more quickly to a meaningful change of direction of the ball, for example a kick, turn, or deflection.
- For goalkeepers, higher values mean they can react more quickly to save shots.
Core Actions - SHOOT, PASS, DRIBBLE, CLEAR
These bars show the balance between the core actions compared to what might be considered ‘normal’ behaviour in a given situation. So a player with a high PASS compared to SHOOT behaviour would be more likely to pass in a situation where the choice between passing and shooting was not clear.
Pass Type Influence – Safe/Attacking
This parameter indicates the influence on the types of pass a player might make in a given situation. A safe pass would be to a team mate in space in a safe position. An attacking pass would be to a team mate closer to goal potentially with more risk.
Players with this behaviour attribute, will actively mark opposition players, leading to increased change of interceptions. Players without this behaviour will not actively mark opposition players but will sometimes find themselves naturally in similar positions.
Players with this behaviour attribute will actively make runs into attacking positions or to find space. Players without this behaviour will stay more closely to their formation position.
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