| Training System |
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| Written by Moloneys Cojones | ||||||||||||||||||||||||||||||||
| Wednesday, 07 January 2009 13:18 | ||||||||||||||||||||||||||||||||
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In season 13 TM introduced a new, some would say, sexier version of the training system. Cosmetically it involves a prettier interface with drag and drop functionality for filling the training regimes. Crucially it gave more emphasis on coaching ability in dictating Training Intensity (TI). Overnight many users saw significant TI decreases as quite capable coaches were rendered useless by the new system. TM responded by reducing the time to hunt for new coaches from 3 weeks to 3 days for a thorough search.
To have the same level of effectiveness as the previous system, coaches need an effectiveness rating of >90%. This percentage is applied to the proportion of training that you control (significantly, most of a player's development is dictated by his individual potential - 65%). Your training ground increases TI by 3.3% by level, plus receive a further TI bonus, depending on the level. This TI extra was balanced out by the Devs, by reducing bloom TI to allocate this bonus in the later stages of a player's career.
Therefore if you have 100% coaches and a level 10 training ground your players will train at their maximum TI. You can check the effectiveness of your coaches before purchase using the coach calculator. A downloadable version is available in the Tools section. Searching for effective coaches can still however be a long process, although Goalkeeper coaches are easier to find, as you only have to search for 2 skills, namely Motivation and GK.
The new system was heralded as giving managers the option to fine tune and concentrate their training. However, the coaches' effectiveness drops significantly if less than three training programmes are chosen. Thereby in fact, making training more generalist than before. There are some other illogicalities with it, namely the setpiece skill being linked to passing and technique. Passing and technique are useful for all players, whereas you only need one set piece taker.
As in the previous system it becomes harder to train players in skills they are already high in, ie, >15. Generally 1 TI equals 0.1 of a skill point, but this is reduced in already highly developed skills.
You can have up to 6 training systems in operation (including one for goalkeepers, which is generalised). How you decide to run the system is up to you. You may decide to save costs and only employ 3 or 4 coaches, or you might elect to focus training more on individual player skill requirements. It is important to note that each training session can have a maximum of 14 players in it.
Whatever you decide, training is particularly important when your youths are blooming. Click here for an explanation of player development.
Player Position and Key Skills(taken from the manual)
Player PositionsEvery player position requires certain skills. This section of the manual is meant to explain which abilities go well with which positions. In Trophy Manager you can use your common sense and choose your line-up by intuition. Sometimes your intuition might even lead to a more effective combination of players. But it is still nice for all those of us who do not share the perfect intuition to get some guidance when it comes to skills and player positions, so here it is: The superb guide to skills and player positions in TM! The Goalkeeper (GK) The Goalkeeper position is the easiest position to choose players for in TM. Keepers have two main skills: Handling and reflexes. These two skills basically decide how good your keeper is at saving the ball. On top of the two main skills pace, strength, jumping, arial ability and one-on-ones (not a weighed list) are good skills for a keeper to possess. Communications and stamina only have a slight influence. Kicking and throwing are strictly attacking skills which determine your goalies' ability to start dangerous counter attacks. Most important: Handling and reflexes. Important: Pace, strength, jumping, arial ability and one-on-ones. Full backs and wing backs (DL, DR, DML, DMR) Full backs and wing backs have both defensive and attacking roles to play. The primary function of both is two shut down the opposing side's wingers and act as backup for the central defenders whenever it is necessary. They need pace, marking and tackling and to some extend strength and heading to fullfill this role. In the other end of the pitch the right combination of technique, crossing, pace and passing can make them feared winger-weapons that can turn your opponent's stalwart defenders into spinning tops.. Most important: Pace, marking and tackling. Important: Strength, heading, technique, crossing and passing. Central Defenders (DC) Central defenders are supposed to defend. That is what they do. Defend. Which means that they will need marking and tackling and an iron physique, especially strength. Oh! and heading, by the way. And then sometimes, if they are to come up with a constructive long pass or start a counter attack, they could use passing, crossing, technique and/or pace. Most important: Tackling, marking, strength, heading and pace. Important: Passing, crossing and technique. Defensive Midfielders (DMC) The role of defensive midfielders is to sweep the area behind the midfield and relieve your defence from some of the weight of the opposition's attack. Their prime strengths should be marking, tackling, work rate and positioning. But also passing, strength and heading, and to a lesser extend stamina, pace, crossing and technique. Most important: Positioning, work rate, passing, tackling, marking, strength and heading. Important: Stamina, pace, crossing and technique. Midfielders (ML, MC, MR) Midfielders are the most allround players on the pitch. They have to support your attackers and attacking midfielders, aid your defence and bind together the organization of your team. They can make use of good playmaking abilities like passing, crossing and technique. Defensive virtues like marking, tackling, work rate and positioning can also come in very handy. And good finishing abilities can be a game-winning choice too: finishing, long shots, heading and strength. Most important: Positioning, work rate, marking, tackling, passing and technique + crossing and pace for ML and MR. Important: Stamina, heading and strength. Offensive Midfielders (OMC) Offensive midfielders concentrate on participating in the attacking play. This is why it is crucial that an attacking midfielder has good playmaking and finishing skills. If your OMC is to make the play and make use of his biased position he is going to have to be a good passer, have a reasonable technique and crossing and be able to finish with head and feet alike. Work rate, positioning, passing, technique, finishing and longshots are the right skills for the job. Most important: Work rate, positioning, passing, technique, finishing and longshots. Important: Heading, strength, tackling, marking. Wingers (OML, OMR) The most important thing wingers do for your team is to broaden your offence and put some high pressure on your opponent. Wingers should possess skills which enable them to get past the opposition's full backs and deliver crosses to your forwards. The key skills are: Pace, technique and crossing. Secondly work rate, positioning, strength and stamina. It is very likely that your wingers will end up with quite a few finishes, so finishing, long shots and heading are also useful skills.. Most important: Pace, technique and crossing. Important: Work rate, positioning, finishing, long shots, heading, strength and stamina. Forwards (FC) Forwards are supposed to score goals. To do so they need good finishing skills: Finishing, long shots and heading. To get to the ball and make it easier to finish well they need technique, positioning, work rate, stamina and pace. Most important: Finishing, longshots, heading and strength. Important: Technique, positioning, work rate, stamina and pace.
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| Last Updated ( Saturday, 31 January 2009 13:57 ) |
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