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Hole Player
Who does this affect?
How it works
In the CPU's support positions while his team has the ball, one edge of the area he may use is set 8 m further upfield. While his team has the ball, the CPU picks up to two central midfielders (DMF/CMF; AMF only under some team settings) for its deepest, holding layer: the players furthest back are picked. For the pick each player counts as his position plus 5 m, with -5 m for a DMF and +15 m for an AMF; an Anchor Man counts 30 m deeper, a Classic No. 10 or Hole Player 30 m further forward, so they are almost never picked. The first pick is treated like an Anchor Man in one later positioning rule. In one shared check that ten CPU attacking decisions use to pick players, players outside the attacking third must be within 12 m of the offside line; for a Hole Player it is 17 m. Limit: these CPU decisions give players numbered roles that have no names in the code. Turning each role into a named move (for example a run in behind) needs the whole CPU role system mapped, which this audit could not complete, and live measurement was not possible (no device connection). They are therefore described only by what the code checks.
When it applies
- Support area: one edge 8 m further upfield.
- Holding pick: counts 30 m further forward, so he is almost never picked.
- Shared CPU check: within 17 m of the offside line instead of 12 m (Goal Poacher: no limit).
- In one CPU option score (an option the code numbers 3, scored from his width, his distance to goal and his spacing) the style sets his weight: Prolific Winger 1.0; Creative Playmaker, Roaming Flank, Classic No. 10, Hole Player and Attacking Full-back 0.85; Deep-lying Forward, Target Man, Dummy Runner, Goal Poacher and Fox in the Box 0.7; no style 0.5.
- Only in SS, AMF, CMF or side-midfield slots.
Without it
A midfielder without the style keeps the normal support area, is a normal candidate for the holding layer and has the 12 m rule.