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new team training

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164522.1
Date: 11/21/2010 7:01:25 AM
Overall Posts Rated:
4040
Inspired by this thread (163452.1) I think might be interresting if there could be a way of developing a team in more like a "team" way.

I dont mean by that expand the current training forms into team training, while it could be quite welcomed, but more important seems to me a way by which you doesnt have to solve problems like "what next" "will be a passing better to train now or later" and so on. Would be quite understandable if this game could be handled even by less worrying about training and more focusing on the tactics and the other things itself.

So there can be introduced a new way of team training, which will develop all skills at once. Well, with a reduced speed of course, so if you have currently single position speed on 100, two position on 60 and team training of one skill on like 40 percent of the speed (just examples), you will take these 40 percent and divide them between all 10 skills, which gives you like 4 percent:). Well meanwhile there will be some height factors, then I think that somewhere this speed could increase to 10 percent and somewhere decrease into 2 percent or like that.

So this player can pop everywhere like once per season. This need some calculations, by which will be still more effective to train 2 position specific training of 5 players than this overall team training of 12 players.

But the point is simple, you buy bunch of 18y old players, maybe you had like 3 players which have 20y and have theirs specific abilities great for your tactics, then you start an overall training an everything you worry about, are minutes only. Imagine, you doesnt have to think about elastic effect, doesnt have to buy/sell right away, you have just to play a game.

From: Kukoc

This Post:
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164522.2 in reply to 164522.1
Date: 11/21/2010 12:44:18 PM
Overall Posts Rated:
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Driving team training takes 4 weeks. That is the fastest skill to train (we are not talking about FT and Stamina here). So let's multiply that with 10. 40 weeks to pop in DR alone. Other skills will take even more time (obviously high subskills would make it seem things pop faster). How many teams really would wait 3+ seasons to see a pop? How many teams use 3 pos or team training right now? I'm not sure it's smart to add something to the game that will never be used.

From: aigidios

This Post:
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164522.3 in reply to 164522.2
Date: 11/21/2010 1:41:57 PM
Overall Posts Rated:
4040
Indeed, but Im thinking about something like make it faster according to the height of the player. In that case could (for example) passing take like 2-3 seasons to pop to a tall player, but would pop like once per season on small players. Driving might be fast for all heights while inside players "have" only 4 main skills.

40 weeks to go doesnt make any sense, but there could be found any equilibrium which makes focused training still more adequate, while it can be even slightly (in the context of training 12 players at once). Also might be more usefull better trainer for this overall training, so you have to have minimal like 5lvl trainer to have any results, so you will compensate this rich training life by higher costs. He has to do everything at one time, you know.

Last edited by aigidios at 11/21/2010 1:45:21 PM

From: Kukoc

This Post:
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164522.4 in reply to 164522.3
Date: 11/21/2010 3:00:34 PM
Overall Posts Rated:
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Making this training type faster will make it the only training type to use. Consider this now. Why would you train passing one spot for ~14 pops total on 2 players per season. When you can get ~6 (12 players, perhaps 6 are small enough to pop in one season) + atleast half of the skills pop for every player dependent on their height. 5 pops per player, that's a sum of 60 pops per season. Who would be dumb enough to even use any other training?

From: aigidios

This Post:
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164522.5 in reply to 164522.4
Date: 11/21/2010 4:39:07 PM
Overall Posts Rated:
4040
Well the correct way of looking at this issue is indeed the amount of players which will get training by this way.

But in that case we should consider real difference in value between 1 and 2 position training (for example). Lets say that there are 14 pops for 2 players per season and similar number of pops on 4 players. What do you consider as a more effective training? It is still 1 position training, because it squeeze similar amount of skills into only 2 players, which makes them itself way more stronger than these 4 together.

I saw a guess of these skillups if the logic is that simple:

2 player training - .4 increase for 6 players = 2.4 gross
3 player training - .25 increase for 9 players = 2.25 gross
team training - .16 for 15 players = 2.4 gross.

It means that more position training means always the same volume of skillups, however divided between more players, which makes other than 1 position training insanely ineffective. You can consider a fact that you will have more players to sell, but meanwhile they threw away theirs best years for somehow slow training, their real potential (and value) goes down every week. You can ask why are best rookies so expensive, well they still have a chance to make it to the top.

Considering aging process, more room for inefective players which will have no results for longer time and so on, is in my opinion safe to say that the total amount of skillups should increase with wider volume of players, because today are dumb these which are doing 2 and more position training.

If we would get then 21 pops for 3 players, 28 pops for 5 players(2pos), 32 pops for 7 players(3pos), we could get easily 40 pops for 12 players(team) which makes like 3-4 pops on every player per season and still seems fair for me considering that it is everywhere and not on skills you pick.

Last edited by aigidios at 11/21/2010 5:10:28 PM

From: Kukoc

This Post:
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164522.6 in reply to 164522.5
Date: 11/21/2010 5:10:46 PM
Overall Posts Rated:
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So basically you want to make training easier + add 25-66% speed value to team training. I disagree, people who are smart are using a mix of training. Depending on witch spot your trainee can effectivly play and which skill he needs upped to remain salary efficiant.

From: aigidios

This Post:
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164522.7 in reply to 164522.6
Date: 11/22/2010 5:49:50 AM
Overall Posts Rated:
4040
Basically Im saying that people who doesnt use single position training are totally lost. I can imagine current team training kind of effective only if there are whole team 27-29 year old, because in that case it is wasting of recources to focus on single position training. But only in this 27-29 radius I suppose.

In my opinion is training a part of the game for which you have to have a "skill", but there is still no diversity of options. I personally realized too that I might play this game in some sort of automatical training attitude, just taking care of that players dont get too old, it is not a farm game, its way more about tactics and matches, you know. (or I think should be)

Last edited by aigidios at 11/22/2010 5:51:29 AM

This Post:
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164522.8 in reply to 164522.1
Date: 11/22/2010 12:19:21 PM
Overall Posts Rated:
225225
The game is built around the necessity for teams to specialize in training, and trade via the transfer market. So what you're suggesting is unlikely to happen, and if it does, it's going to be a step back.

"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."
This Post:
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164522.9 in reply to 164522.8
Date: 11/25/2010 3:48:41 AM
Overall Posts Rated:
4040
I dont think so, because if the main part of something like that have to be a transfer market, which is a pretty unstable thing, change in the way of managing team would be for lot of teams step forward. You have to understand that not everyone is checking actual prices, volume of new users, following curve of demand. Well it might be interresting for some reason, but I personally see this part of a game pretty confusing and boring.