For #463. Ross: "the radar is only 2 players and the where the gap comes from is also only 2
players... an idea could be to choose the players we want in the comparison, ideally more than 2 players
on the radar would be useful as long as you could tell who is who. Another option is to have a radar for
each player in the comparison as well as the where the gap comes from."
Both ideas are drawn below, with a third the measurement suggested. Eight real defenders, latest capture,
put through the eight outfield axes exactly as RadarAxisSeedData declares them — every
composite here is the mean of that axis's attributes, skipping any the player has not got.
The obvious move is to draw more shapes on the one radar. The figures say why that stops working fast — and it is not simply "too many lines".
SmallMultiplesConverters, for the Player
development graph, is "deliberately scaled to this attribute's OWN min/max, not FM's shared 0-20
range — the whole point of small multiples over the one combined chart it replaces is that a Stamina
swing between 1-3 and an Agility swing between 12-13 both read as a visible shape instead of the
low-range attribute flatlining." The same reasoning applies here, and the same shape answers it.
Pick who goes on. Add players below and watch where it stops working — the point of drawing it is that the breaking point is something you can see rather than take on trust.
It needs colours, and #409 spent them. Blue and white say who, and the data view settled
the rest as anchor blue with everyone else neutral. A ramp per player re-opens that, and the legend
becomes the only way to read the picture — you are looking things up rather than seeing them.
It works at three. Four is arguable, five is a hairball, and at eight the shapes cross so often
that no colour tells them apart. Switch the scale to fitted and it gets better, which is the
hint the next shape takes.
Worth having as a deliberate overlay these two or three mode. Not as the answer to a field of
seventeen.
One small radar per player. Each draws that man solid, over a shaded band showing where the rest of the field sits on every spoke, with the field's median as a faint line. You can tell who is who because each card is labelled — the thing the overlay has to spend colour on.
The shape the data view already takes. One man solid, the field behind him as a band — its range on each spoke — with the median drawn through it. Scales to any number of players because the field is summarised rather than drawn.
Answers: is this man ahead of the group, and on which spokes. At a glance, on any size of
field, with no legend.
Does not answer: who is who. The band is everybody and nobody — if two men are pulling the top
edge in different places you cannot see it. This is the shape for how does he compare to the rest
rather than compare these men.
#463's question 6 lives here: the band needs a definition. Range says "the spread you are
choosing within"; median says "the middle"; best says "the bar to beat". Drawn as range + median
because that is the pair that does not need a caption — but this is a real decision, not a default.
The gap view decomposes one pair. Against a field it has to become something else. A row per axis with a dot per player is the shape that survives — #463 already guessed as much, calling the level rows "the graph that scales most naturally", and drawing it bears that out.
B as the default, with A as a mode. Small multiples answer the question Ross actually asked and
are the only shape that does not decay with the size of the field. An overlay control on top of
them, capped at three or four, covers the head-to-head case the pair view does today — and because you
chose those three by hand, a legend naming them is honest rather than a crutch.
C stays available as the one-radar reading, and is what a single card in B is already showing.
The levels strip replaces the pairwise axis rows, and the category roll-up is the open question.