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Old 11-09-2007, 02:38 AM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #11
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We can do it in this topic though there is a good discussion going on in the training thread which i started. Not many good training experts here apart from yourself, asmo and faeron
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Old 11-09-2007, 03:27 AM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #12
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Quote:
Originally posted by rashidi1:
We can do it in this topic though there is a good discussion going on in the training thread which i started. Not many good training experts here apart from yourself, asmo and faeron
I guess that depends on what you want? Some people prefer 75 schedules, while others survive with less complicated schedules, and some don't even bother...

Just can't see the need of making everything more complex and time-consuming, as the game already takes hours to play...

..That is not to say this guy didn't put a great lot of work and effort making these schedules, thumbs up for that :thup: !
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Old 11-09-2007, 04:54 AM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #13
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Actually I now prefer a heavily customised schedule for my team, the effects are much more obvious, I am now seeing improvements in all areas for all players across the whole season.
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Old 11-09-2007, 07:18 PM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #14
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Quote:
Originally posted by |maze|:
<BLOCKQUOTE>Originally posted by rashidi1:
We can do it in this topic though there is a good discussion going on in the training thread which i started. Not many good training experts here apart from yourself, asmo and faeron
I guess that depends on what you want? Some people prefer 75 schedules, while others survive with less complicated schedules, and some don't even bother...

Just can't see the need of making everything more complex and time-consuming, as the game already takes hours to play...

..That is not to say this guy didn't put a great lot of work and effort making these schedules, thumbs up for that :thup: ! </BLOCKQUOTE>

OK Rashidi, I will breakdown my ideas behind the schedules sometime soon in this topic. I've read your in-depth topic about your experiences of training in FM2008 and how it differs from FM2007; there is some very useful information in that topic :thup: Tbh, I've never used the editor or other tools to assess CA & PA, I've always worked from direct results based on a schedule's design. Perhaps schedule design can be also broken down here as well, so that others can learn how to build personally customised schedules for griups of players, or individuals within the squad.

Thanks |maze|, you're doing a fine job with your research into matt's training schedules, as well as the other ones you have suggested that they be combined with to maximise training performances. Keep up the good work :thup:

Quote:
Originally posted by rashidi1:
Actually I now prefer a heavily customised schedule for my team, the effects are much more obvious, I am now seeing improvements in all areas for all players across the whole season.
I really need to start a new game for FM2008 and see how training has been altered since the last version. The only main experience I've had with this version so far was the Strawberry Demo with Barca. I'm assuming things have been modified again since that demo version release.
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Old 11-10-2007, 07:55 PM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #15
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On some of the schedules you have _2 and _3. What are the differences?
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Old 11-10-2007, 09:15 PM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #16
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I don't get what how you decide what player gets what schedule. I mean, you've put CM Skills and CM Skills 2 so who gets what???

Confusing to say the least
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Old 11-11-2007, 01:21 AM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #17
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Quote:
Originally posted by SlyBelle:
On some of the schedules you have _2 and _3. What are the differences?
Once you've imported all the schedules into the training section, you can see the visible differences between each schedule by selecting each alternative in turn. Basically, many of the _2 and the sole _3 feature less intensity on strength and aerobic training, and more on the other areas.

Quote:
Originally posted by Daniel Foster:
I don't get what how you decide what player gets what schedule. I mean, you've put CM Skills and CM Skills 2 so who gets what???

Confusing to say the least
I've broadened the amount of schedules to give some alternatives. Perhaps you may change the schedules through the season, or you may want more specific scheules for individuals rather than groups of players.
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Old 11-11-2007, 01:27 AM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #18
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Analysis of position-based training schedules

In order to design and build training schedules based upon playing positions, we must look at the features of each position; basically what key activities are involved. Here are some rough illustrations:-

Goalkeepers
<UL TYPE=SQUARE><LI>Physical: keepers are generally heavier than outfield players, mainly because many goalkeepers are taller than the outfield, but this is not always the case. Smaller goalkeepers may be more agile due to their lighter weight and lower centre of gravity, and may therefore pull-off more acrobatic and reflex saves. A taller keeper may have the natural advantage of defending the goal as he has a greater reach span, but due to weight issues may not be able to get down quickly to make a directional save; it all depends on reflexes and agility rather than pace and stamina in this case (although acceleration is required to enable a keeper to come off his line and win the ball in a one-on-one for example). Also, jumping is an important part of any goalkeeper’s game, as he will need to rise above defenders and collect the ball cleanly, or if under pressure, to parry it away to safety.
<LI>Mental: this is crucial to the keeper’s place in the side; he needs to be able to concentrate during the match, and then from here decide what action is required dependent upon the circumstance. The decision will ultimately affect the goalkeeper’s positioning – they need to continually know where the goal is in relation to them so they can adjust accordingly. Reading the game is important for a goalkeeper; should he move out and clear the ball in a one-on-one, catch or punch, kick or throw, save using hands or legs?
<LI>Technical: this needs to be tied-in with the other two areas. For example, a goalkeeper makes a decision to save the ball, and this is influenced by his physical condition and technical abilities. Eccentricity can ultimately affect the scoreline of a match; if a keeper decides to attempt the incredible, but gets it totally wrong, the opposition may take advantage. However, eccentricity can also influence a player’s technical ability in the way he makes a diving save toward the top corner for example – if he didn’t have the eccentricity to attempt the save then it wouldn’t have happened in the first place. So you can see how eccentricity can be positive and negative.</UL>

Fullbacks
<UL TYPE=SQUARE><LI>Physical: having the energy to cover extensive distances of the pitch, such as down the channels, down the wings towards the byline, tracking back, filling in for teammates when attacking from set piece situations, continuous closing down when not in possession. Stamina, acceleration and pace are required in order to deal with or create situations that occur during a match. The ability to move off the mark quickly and close the opposing player down (with the ball) is necessary to reduce the opposition's chances of creating a move. Likewise, having the pace to move away from markers and move into positions off the ball and into space in order to start a possible move is required.
<LI>Mental: fullbacks need to be able to position themselves where they are required during a match. As they form part of the backline, if they are caught out of position by an opposing winger (or player in a free role) then they are putting more pressure upon the centrehalves to deal with the situation. This will force the centrehalve(s) into making a decision - close the opponent down, or stay with the player they are marking. Marking will be determined by the nature of the tactics; are fullbacks encouraged to get forward and support attacks with greater freedom, or to stay in a solid backline formation with greater emphasis on marking and closing-down?
<LI>Set pieces: first thing that comes to mind are throw-ins. Also think about corners and whether sufficient cover is available to deal with the opposition striker who has been left up front - possibly set a DM to 'back if needed'? Another one is putting fullbacks on each goalpost when defending against set pieces. Crossing may be required if the fullback gets into a position where he can cross the ball into the area.</UL>

Wingbacks
<UL TYPE=SQUARE><LI>Physical: any type of wide player with defensive / offensive responsibilities must have sufficient stamina to cover the likely distances. Depending on tactics, he may be the sole provider of natural width to the team, covering areas slightly higher up the field than a fullback, and getting into positions a winger would frequently move into. Players with poorer stamina are more likely to get caught out of position or make mistakes, and this may prove extremely costly towards the end of a match. Again, acceleration and pace are required to give the speed advantage to the player over his opponents. However, this may be more the case with a wingback, due to the nature of his position; he will be more likely to make attacking runs from all positions out wide than a fullback. Wingbacks are a hybrid of the fullback and winger, and attempt to take the strengths from each – high workrate and teamwork is essential for this role.
<LI>Technical: greater emphasis on a wingback’s technical ability is required as he will be expected to run for prolonged periods with the ball in order to create or identify an opportunity. For example, dribbling, ball control, first touch, passing, crosses.
<LI>Mental: a more relaxed mentality should be given to wingbacks in order for them to perform their roles capably. This may include less marking, possibly zonal to allow for greater freedom, individual decision making and anticipation abilities.</UL>

Centrehalves
<UL TYPE=SQUARE><LI>Physical: a combination of strength, jumping, stamina, pace and balance. A centrehalf should look to out-muscle an opponent if he lacks pace. Aerial domination is another advantage. Also height can be important regarding aerial ability.
<LI>Mental: depends on tactics, playing tight marking is ideal if you want to limit creative opposition attacks, and requires good marking, positioning, anticipation, tackling, jumping, heading, pace. However, the most creative players may be able to overcome centrehalves on tight marking. Zonal can be more risky, as it allows the opposition more time and space, with defenders dealing with players that enter their ‘zone’ on the pitch as and when. However, it allows centrehalves to make their own decisions, which they should excel at in order to perform zonal marking.
<LI>Technical: centrehalves can get away with many technical abilities, although the more they excel in the better. Key ones are tackling, marking, heading. Others can include passing, first touch, technique.
<LI>Set pieces: centrehalves should always be up to attack corners, as they generally have the best aerial abilities. Same applies for attacking free kicks.</UL>

Defensive Midfielders
<UL TYPE=SQUARE><LI>Stamina: perhaps the most important attribute for a holding player. He will be expected to work hard in the engine room of midfield, protecting the backline and linking up the play at the same time.
<LI>Technical: similar in nature to a centrehalf, such as tackling, marking, positioning, anticipation. However, passing is also important as he will need to retain possession for the team.
<LI>Mental: another key area of a DM’s game. They need to be sharp and read the game well in order to make the correct decisions.</UL>

Central Midfielders
<UL TYPE=SQUARE><LI>Technical: from this area of the pitch and forwards, the flair and talent should begin. Therefore, ball control, passing, first touch, dribbling, shooting, tackling amongst others should be considered.
<LI>Mental: midfielders may not require as much tactical awareness as defensive or offensive players, but they still require at least some in order to build moves further up the pitch. Off the ball, flair, creativity, decision making, awareness are some that need to be considered. Through balls can carve opposition defences apart.
<LI>Physical: lots of running in midfield, so pace and stamina are useful. Agility is also important. Aerial ability is a bonus, but midfielders can get by on superior technical ability.</UL>

Attacking Midfielders
<UL TYPE=SQUARE><LI>Physical: similar to central midfielders.
<LI>Technical: players in this position tend to be the most technically gifted, and the best can influence games almost single-handedly. All technical attributes should be considered, even set pieces, and ones similar to central midfielders will be useful, although tackling, heading and marking are not essential due to the nature of the position.
<LI>Mental: as offensive players, attacking midfielders need to be creative and intelligent. The greater the player’s technical ability, the greater amount of creative freedom should be provided in order for these players to influence a game.
<LI>Physical: acceleration, pace, stamina, agility are beneficial to a technical player, especially if they excel at dribbling.</UL>

Wingers
<UL TYPE=SQUARE><LI>Physical: wingers need to excel in stamina, pace, acceleration and agility in order to create chances for the side. The ability to lose a marker, riding tackles, and attempting mazy runs with the ball to the byline before pulling back a cross is what wing play is all about.
<LI>Technical: as with attacking midfielders, wingers need to have technical ability in order to succeed. Dribbling, technique, first touch, passing, crossing are some of the most important factors.
<LI>Set pieces: wingers need to be able to cross a ball; otherwise their ability may be wasted if the end product is unsatisfactory. Throw-ins, free-kicks, corners are also relevant.
<LI>Mental: similar to attacking midfielders. Free roles should be considered for wingers and attacking midfielders if they excel in terms of technical capabilities; again their abilities may be wasted if creative players are not directly involved with the game.</UL>

Strikers
<UL TYPE=SQUARE><LI>Physical: dependent upon tactics. For example, a tall, powerful target man; a fast, agile striker; a skilful centreforward. Generally all physical attributes.
<LI>Mental: must be able to read the game and time runs onto through balls to perfection. Off the ball, anticipation and composure are important – without these a striker may struggle to make a sustained impact on a game.
<LI>Technical: shooting, heading, first touch and technique should be the focus here. Aerial ability will give a distinct advantage against opposition centrehalves and cause problems from set pieces. A striker who can dribble can cause havoc for opposing defences, so this can be a useful technique to utilise.</UL>
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Old 11-11-2007, 09:26 AM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #19
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hm...i cant access to fmdownloads.net, always fail to load page

and at file front, i always get this message:

Your download has failed. There were no available download servers.
Click here to try your download again. Click here to try your download again.



mind to help abit?
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Old 11-11-2007, 12:40 PM   A user guide to Seasoned Alcoholic's FM2008 Training Schedules Post #20
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Hmmm, you are using Internet Explorer or Mozilla Firefox? You may need to activate Java and / or JavaScript from the Tools &gt; Options menu as many websites now use these features. Try the download mirrors again at other times; a good time to download any filesize is early morning when internet activity is farely low.

If you're still having problems let me know, thanks.
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