Click number 7 or position number 8 is the level at which attributes will be maintained. From click number 7 or position number 8 each increase of 3 clicks shows up ingame as an increase in the bar height for the training level of that area.
Click number 13 or position 14 is the level at which attributes will begin to increase, and click number 19 or position 20 is where attributes will no longer increase in size but only increase in speed.
Understanding this very basic concept is the key to developing training schedules and if you do get these simple mechanics you should begin to understand why it is necessary to tailor training for each players.
Using Tug's training as an example, you may notice that the schedules are overly general in some areas, I'm sure you can agree that understanding the logic that 8 maintains, 14 improves and 20 is where it stops improving, there should never be any need for you to train above slider position 20 (except in pre-season) and should never, in my opinion, be any middle ground. It should be at 8, 14 or 20 (and only above 20 during pre-season).
Specifically, what would be the necessity in having a player with high physical attributes using up valuable workload space improving beyond 14, when you could use that space to intensify training in his weaker areas.
I'm interested to see some of the training schedules people personally created and if people want I am more than happy to help them develop some schedules for specific cases.
<div align="center"><img src="http://i48.tinypic.com/2d7zbtk.gif" /></div>



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