Author Topic: SFraser's Training Schedules for FM10  (Read 11359 times)

Offline ViolentSilence

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Re: SFraser's Training Schedules for FM10
« Reply #50 on: July 01, 2010, 12:50:46 AM »
Some have better starting points than others ;)

Based on what I have seen the above holds true. Even with tough physical training it's difficult to increase pace and acceleration much, while technical attributes seem much easier to increase. I don't think this is a particularly unusual observation.


What you see comes from the fact you flat-out refuse to count attributes and instead try to judge categories based on intensity.

You are never going to increase key Aerobic attributes when you keep under-training them, and that's exactly what you keep doing and exactly what you keep seeing.

The reason why you cannot improve Acceleration and Pace is because you keep under-training them. It's not rocket science.


I think what Duncan is saying that in the real world, some physical 'skills' have a clear visible peak which is obviously correct in relation to pace and strength. From my experiences around young American football players, I'd say that another earlier statement doesn't ring true - that you can increase physical stats a lot in early 20s. I think it might be true of Aerobic fitness, but raw power tends to develop after 23 or so. If I'm right, will the schedules work better if until 23 you weight the physical proportion towards the aerobic categories, (whilst maintaining the strength categories), and then flip after so you develop strength and maintain aerobic.

That might not be how the game models it, but it does follow what I've seen and read - apparently Man Utd's youths (according to the book "You'll Win Nothing With Kids") do very little strength work, and the aerobic fitness is taken care of by the running around they do in drills for the technical skills. They also play the youth games in silence so the kids feel free to express themselves and take chances without worrying about being shouted at by a parent on the sideline (again to emphasise development of technique). Mostly if the technique isn't there by 18 or so, it'll never be there. Again, I'm not sure if this is modelled correctly within the games' training model. It'd be interesting if playing in front of big crowds too early limited flair and creativity...

I'm still playing FM09 - wanted to achieve a certain thing before moving on, but I'll give the 'click per skill within category' concept ago and see if it makes a difference there. Will definitely give it a look on FM11 when I get it so thanks for posting
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Offline mmenezes

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Re: SFraser's Training Schedules for FM10
« Reply #51 on: August 22, 2010, 01:13:08 PM »
Hi all,

I'm new to FM and I've been doing a lot of reading to catch up with the game (terrible first season).  :'(

On the Training field I started with the Line Theory but I'd like to give SFraser's interesting theory a try. I believe I understood the idea, but would like to clarify a few points:

1. Could anyone explain and name the so called "Free Attributes"? Despite the attributes listed for each training category I understood that Aerobic should count with 5 instead of 6 (is it Reflexes we're counting off) and Strength should count with 3 instead of 4 (which one?).

2. Based on that and Sfraser's second post, I adjusted his schedules on STR and AER. However, GKs list 3 STR attributes and again 6 AER attributes and it seems that SFraser's schedules also follow these numbers. The question is: should I also adjust the GK schedules? Or else Reflexes should be counted for GKs and STR already has only 3 attributes and, in this case, the schedules are correct for GKs? Is this the right attributes count for GKs?

1 STR unit = 3 slider clicks
1 AER unit = 6 slider clicks
1 GK  unit = 7 slider clicks
1 TAC unit = 6 slider clicks
1 BAL unit = 2 slider clicks
1 DEF unit = 0 slider clicks
1 ATT unit = 0 slider clicks
1 SHO unit = 0 slider clicks
1 SET unit = 1 slider clicks

3. Ball Controll category lists 5 attributes and the schedules are following this. However, in one of his posts he quoted this:


As Prozone described:

Quote
Baseline - the number of slider notches/clicks is set to be equal to the number of attributes trained in a particular category. This provides each training category with what we'll call 1 training 'unit'. For outfield player's I believe we now have:

1 STR unit = 3 slider clicks
1 AER unit = 5 slider clicks
1 GK unit = 0 slider clicks
1 TAC unit = 5 slider clicks
1 BAL unit = 4 slider clicks
1 DEF unit = 3 slider clicks
1 ATT unit = 2 slider clicks
1 SHO unit = 3 slider clicks
1 SET unit = 5 slider clicks




Ball controll is shown with 4 attributes. Now, which one is wrong: the Prozone's counting or SFraser's schedules? Is Flair a free attribute too?

4. Despite the other things involved, as a simple rule of thumb, what ages should I use as "borders" between Developing/1st Choice and between 1st Choice/Veteran schedules. From what I read so far I'm considering 23/24 and 33/34. Does that seem ok?

Thanks for any help and for your great contribution!

Regards,

Marconi
« Last Edit: August 22, 2010, 01:21:00 PM by mmenezes »