I still feel somewhat dissatisfied with the training proposal I suggested earlier.
- The duo training system
(319331.191) may have some side effects or disadvantages
(319331.193).
- Regarding the topic of removing training positions, my proposal
(323722.9) makes the 48+ arrangement unworkable, eliminating the need to choose between the number of trainees and the risk associated with 48+.
Additionally, for teams in the top league, the difficulty of staying in the top league seems to decrease somewhat.
The related points can be found in these posts by BB-Marin:
(273660.21),
(273660.38),
(273660.39), or in this review of opposing views:
(323722.8).
The new proposal I have in mind is
to add a new training option.
(The old training method remains unchanged.)
- Its training speed is just a little slower than 1/2-position training but still acceptable, allowing for greater lineup flexibility and stronger match competitiveness.
- To avoid making it too easy to balance match competitiveness and training in the top league, training speed will be lower when the division level is higher.
The details are as follows:
1. Choose up to 3/6 players, and by accumulating the same playing time as before in the designated two/three positions, then players will receive complete training.
- Training would roughly change like this:
https://imgur.com/f5djeSS2. Designated players will face greater burdens and pressure in higher-level divisions, leading to a decline in training effectiveness.
- The training speed, relative to the existing 1-position training / 2-position training, can be categorized as follows: High ◎, Medium ○, Low △.
(Option 1)
In Div. I, it is Low △; in Div. II, it is Medium ○; in Div. III and below, it is High ◎.
However, the division where the "fresh team league" is located is enforced as High ◎.
(Option 2)
Div. I is Low △; the division where the "fresh team league" is located is High ◎; others are Medium ○.
- Suppose the training speed for 1/2/3-position training are 1 : 0.75 : 0.4.
For two positions with up to 3 players chosen, the training speeds relative to 1-position training can be High ◎ = 95%, Medium ○ = 85%, and Low △ = 80%.
For three positions with up to 6 players chosen, the training speeds relative to 2-position training can be High ◎ = 95%, Medium ○ = 85%, and Low △ = 65%.
(High = slightly slower than 1/2-positions training, Medium = slightly slower than 90%, Low = slightly faster than 2/3-positions training)
Feel free to bring up any possible side effects and disadvantages.
2024/11/5 update
- BB might need to proactively remind managers that training speed slows down in Division II and above.
For example, a message could pop up when pressing "Update Training."
(325503.25)- For tanking, an anti-tanking clause can be added:
If in all regular season game during that week, a starting player is significantly weaker than the designated training player—for example, if the total salary of the starting five players is lower than that of the designated training player—then the designated player will experience a decrease in training effectiveness due to a blow to their self-esteem.
(325503.27)- add "The old training method remains unchanged."
2024/11/6 update
- For anti-tanking clause, "In any regular season game during that week" is changed to "in all regular season games that week."
(325503.30)- BB has its own definition of who the starting players are.
(325503.34)2024/11/9 update
- Add another option for the relationship between training speed and division.
(325503.27)2024/11/11 update
- The training speed Medium for 2-position with up to 3 players is changed from 90% to 85%.
Last edited by little Guest at 11/11/2024 7:57:48 AM