> Das Problem bei 11 Spielern pro Mannschaft scheint
> zu sein, dass die Spiele dann wesentlich komplexer werden und
> (zu) viele taktische Möglichkeiten aufbieten. Mal sehen ob es
> doch mal jemand schafft, auch große Feldfussballspiele so
> flüssig spielbar zu machen, wie es bei StreetSoccer der Fall
> ist.
Hoi Jan,
When you know the mechanics of StreetSoccer it's not so difficult to explain how I made the moves for 11 players per team quick in the real-soccer-simulation "Coach" (although it playes not as quick and is much more complex than StreetSoccer):
In addition to the StreetSoccer-rules you can play Coach as followes:
- Use a 12 x 18 spaces field.
- You may dubble the number of spaces for the ball (so the maximum pass is not 6 but 12 spaces).
- After passing 1 of your players can go 2 spaces in the direction of the ball if that player is the most close to the ball (so running after a pass).
- In Coach you have 3 types of players: defenders, midfielders and attackers.
After walking/passing the unused players can walk 2 spaces, only in the goal-to-goal-direction of the field so not to the side-lines.You do this movement per linie (defenders/midfielders/attackers) so you only choose three times (once per linie). And you first shift the players who have to shift 2 spaces, because:
--- Defenders:
-- Must move 2 spaces backward if they are in front of the ball (seen in the goal-to goal-direction of the field), except when they are in or aside the penalty-area.
-- If they are 4 or more spaces behind the ball (seen in the goal-to goal-direction of the field, which counts for all the mentioned distances), they may move forward but then those all together.
-- If they are 4 or more spaces behind the ball you can shift only the defenders in the most backward 2 rows with defenders (to play on off-side on one line (which is not so normal in Germany)).
-- Once a defender is on the opponent's half, you may shift it 2 spaces forward if he is 4 or more spaces behind the ball. (attacking defender)
Rules for midfielders/attackers are simular but those rules are so easy for me that I didn't see before I started to write this message that it is too much to describe here. What I tried to make clear is that you only choose once per linie, with very limited possibilities to choose so that you can choose quick and have the movement of players on the field like in real soccer without having too much to think about (and the limited possible choices make that choices are important).
In Coach you can give an opponent a shoulder-push and you can tackle. You must tackle if you can reach an opponent precise by the number of pips on the die and that opponent is the most close to the ball and you can't get closer to the ball with any of your players. Then a yellow card and a free kick follows. So you can provoke yellow/red cards or penalties. But a player who is kicked down twice leaves the field injured. The number of following matches without that injured player depents on from how far the player who got the yellow card came to kick the player (so how high the die-roll (speed) was).
An interception of a pass is possible if the ball passes a space adjacent to one of your players. Then you can choose to try to reach the ball there. Therefor you throw the die. Your player moves to the space where you try to intercept. If you throw 1, 2, 3 or 4 nothing more happens, so the direction of the ball doesn't change. If you throw 5 or 6, then you kick the ball and the ball now goes in the direction in which you moved your intercepting player (no curve anymore). Then the speed stays the same (+ 1 space again). If the ball reaches a space adjacent to a player, then the coach of that player can try to intercept, and so on (in situation in which you take risc it can happen that you shoot in your own goal with an interception). If the ball reaches a player precise you kick the ball further with that player like if you pass the ball further. If the ball reaches the referee it bounches back by the left speed (number of field the ball still had to go). (In this way the referee can at least become popular by one side of the spectators.) If the intercepted ball reaches no player it can pass the sidelines or backlines of course.
(The interception rule would make defending play too powerfull in StreetSoccer.)
I will not write now about the rules with corners, free kicks, the kick-off and so, but I should not forget to tell that you can exchange players, on 'frozen moments' like a free kick, if you did sent a player out of the dug-out to do a warming-up first.
So warming-up, shooting in your own goal, provoking penalties, hitting the referee with the ball ... what more do you want in a real soccer simulation. :-)
Groeten,
Corné