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Gatsby

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Posts posted by Gatsby

  1. I have a stupid question:

    In previous versions of FM, FM10 specifically, if you elected to use advanced tactics options (the sliders for every aspect of the game on every player) you couldn't use the sideline instructions during the match. Has that changed? Or is it still the case? I like using the sideline instructions for tweaking during the match, but I would really like to further tailor my tactics.

  2. Thanks for the response. I have a couple follow up questions:

    If CA remains the same and a particular attribute such as Acceleration for example declines, it will free up X quantity of CA and the system will then rebalance all the other attributes to ensure all the CA remains in the player. Thus other attributes will receive an automatic CA boost independant of training or CA growth. However if Acceleration is a "Heavy" Attribute it will free up more CA by a drop of one point than many other attributes need to increase by 1 point. Thus the gain in other attributes is proportionally greater than the drop of the single Acceleration attribute. The opposite is also true, if the system calculates an increase of Acceleration by 1 point the corresponding drop of CA in other attributes will be proportionally greater.

    So, when CA stays constant, but Acceleration drops (would this be as a result of age?) if you have set the players Aerobic training to "Heavy" it frees up more CA than just the 1 point that Acceleration dropped? How does CA stay constant if more CA is available for the other attributes than what was lost? Wouldn't that increase CA?

    I think I just don't understand how CA works.

    If CA increases or decreases the system will add/remove CA from attributes in proportion to their Weight so that no attributes are overly favoured or penalised.

    What do you mean by their "weight?" Is this the number in the table from your other thread? Or the workload in training for that particular attribute? Or something else?

  3. SFraser,

    I think your logic is more sound than the other training "systems" I have read about, but I have one issue with your rationale. Perhaps you can help me understand.

    Excluding personality type (professionalism and ambition), workrate, and age, I believe there is a baseline training modifier for each attribute depending on position. You link to this chart in your thread titled "How your players work," I think that is the title of the thread anyway. But anyway, here is where I question your logic.

    If, for example we look at Attack training (which is the easiest as it involves 2 attributes), we know from the chart that an AMR/L receives the following modifier to the attributes trained in attack:

    Creativity *3

    Passing *2

    So, if I click once on the slider for attack training and assign a player with the primary position of AMR/L to that schedule, am I not, in essence saying that he will be doing .6 points (clicks) [3/5] creativity training and .4 points (clicks) [2/5] passing training?

    So while your method accounts for the number of attributes affected by a particular training type, it doesn't seem to account for these modifiers. Meaning that if you wanted to train an AMR/L on crossing, you don't need to click Set Pieces 5 times to attain 1 click in crossing because the AMR/L gets the following modifiers:

    Corners: *1

    Crossing: *4

    Free Kicks: *1

    Long Throws: *1

    Penalties: *1

    From this, I deduce that each click on the Set Pieces slider for an AMR/L = .125 points corners (1/8), .5 crossing (4/8), .125 Free kicks (1/8), .125 Long throws (1/8) and .125 Penalties (1/8).

    So clicking twice on the Set Pieces slider for an AMR/L Provides 1 full click of Crossing, and .25 clicks each for the other 4 attributes trained, for a total of 2 clicks.

    Let me know what you think. Maybe this is old news.

    Thanks,

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