Quote:
Originally Posted by Pelican
My thought was, if you are playing out every game as the active manager, creating attributes would be meaningless, since you are obviously going to make free choices regardless. [If, on the other hand, you plan to auto play games or parts of games, then by all means you need to create a set of strategy that is consistent with your general philosophy, and hope the AI follows it…] In other words, those attributes are for AI or auto-play. When you manage “manually” they would never come into play. Am I missing something?
What would be super cool, but I gather a whole different programming venture, would be for the AI to generate attributes for you, based on your practices and tendencies and decisions manually managing games. As the season wore on, you would develop a set of manager attributes that mirrored your managerial style. But deriving attributes from game decisions is the exact opposite of determining game decisions based on a set of attributes that already exist.
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This is somewhat ..true except it does seem to have an affect regarding team chemistry. Also, if they improve upon team dynamics in the future, which I hope they do, it would be nice to have players interact/react with ALL staff, including the human player.