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How to understand the training sliders

#1
Posted 18 March 2009 - 10:24 PM

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There are 25 clicks on the sliders, therefore 26 positions.

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.
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#2
*☆ ǝɯɐƃ*
Posted 18 March 2009 - 10:44 PM

Once again, brilliant. Ive never been overly interested in training at all - mostly because it was a tad confusing with all the slider settings but this is no longer an issue :ronson:
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#3
Posted 19 March 2009 - 10:50 AM

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again brilliant insight on training! fully answers all my questions about it! :thup:
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#4
Posted 19 March 2009 - 03:35 PM

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As I said, if people have schedules they have previously made or would like some help creating some, I could help if you want.
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#5
*Dan*
Posted 19 March 2009 - 03:36 PM

It's good to see you back Fantastic and another top guide KIU.
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#6
Posted 19 March 2009 - 05:19 PM

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What is your take on darkstarrs 2009 training Fanny? Its the one im currently using and im a bit of a n00b at understanding it all.


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#7
Posted 19 March 2009 - 05:37 PM

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I've never even heard of it. If you could post up some screenshot examples of the sliders and the positions they relate to I can give you some feedback.
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#8
*Hernanes*
Posted 19 March 2009 - 05:38 PM

Who remembers good old notepad training?
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#9
Posted 19 March 2009 - 05:43 PM

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View PostFantastic, on Mar 19 2009, 06:37 PM, said:

I've never even heard of it. If you could post up some screenshot examples of the sliders and the positions they relate to I can give you some feedback.


Ill link you to the thread for the time being, fm isnt loaded :ronson:

Darkstarr training


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#10
Posted 19 March 2009 - 05:50 PM

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I don't have FM at the moment so I have no way of viewing the tactic.
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#11
*Steve*
Posted 19 March 2009 - 05:58 PM

I wish I understood training like you do I am writing my massive Guide but I know nothing about training :( I have spent all day trying to learn it and understand it but im more confused than ever
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#12
Posted 19 March 2009 - 06:17 PM

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Well what don't you understand?
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#13
*Steve*
Posted 19 March 2009 - 07:04 PM

The whole thing confuses the hell out of me mate.

I did what you said and just downloaded one its something id love to understand. I have awesome coaches but I dont know how to make them train my players/

Is it the more good coaches you have the better they work on players as there is a better coach to player ratio or do they underwrite each other and just make thiungs bad?

there is so many questions
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#14
Posted 19 March 2009 - 07:15 PM

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In theory you just need to have enough coaches so that the workload on each category, for coaches, is light, that way you should get the best results. You won't need anymore than that, hence why you can sign Youth and First Team coaches, so that they only focus on a certain group, thus reducing their workload.
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#15
*Steve*
Posted 19 March 2009 - 07:26 PM

At the moment my staff build up is as follows

Assistant Manager

6 Coaches
2 Fitness Coaches
2 Goalkeeper coaches
5 Youth Team coaches
about 30 scouts
3 Physio

is that enough coaches (I have about 60 players in my squad 35 are under 20 as I have a youth developement sceme in place)
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#16
Posted 19 March 2009 - 07:41 PM

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It depends, when you check the coaches screen in training, what workloads do each coach have, if it's light then don't worry, but if they're at medium or heavy then you need to recruit more to cover for them.
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#17
*Steve*
Posted 19 March 2009 - 08:16 PM

Do you fancey writing the training part of my guide mate I dont know where to start :D you will of course get the thanks and the praise for it
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#18
Posted 19 March 2009 - 08:39 PM

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I've written a guide on how to approach training, you can find it in this section of the site.
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#19
*Steve*
Posted 19 March 2009 - 08:45 PM

Can I use it? in my guide? I think im getting it but you know exactly what your doing
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#20
Posted 19 March 2009 - 08:51 PM

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Considering it's part of my own guide on understanding the basics of how to use football manager, no. I'm more than happy to help you if you have any issues understanding training for your own piece.
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