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Subject: Coaches

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2006-11-23 16:16:13
karloss [del] to All
Can someone explain these coaches as i just dont get it. i.e. what you need.

e.g. I have Head coach (solid) with one high main skill and one high secondary skill costing 12k

I have 2 all round assistants (good and excellent) costing 2.8k and 6.8k

I have outstanding junior (new purchase) all rounder costing 21k

I have plenty of cash - Should i be looking at the level of the coach or the skills??
2006-11-23 16:35:25
only main skill counts for junior school coach and assistants, therefore you look for one with as low wage as possible. If you are looking for formidable, he should have all skills at formidable, GK excellent and Stamina outstanding. This will an ideal candidate with lowest wage.

As for head coach. the main skill doesnt matter at all.
You need your head coach to have unearthy skill in what you train. If you train defenders, you need a coach with unearthy defending (divine coaches are an urban myth in SK :). As for other skills, it depends on your budget. If you are not financially strong, it is better to have the other skills as low as possible to decrease his wage.
Another approach is to have a coach with two unearthy skill, such as defending and technique and you can then alternate.

The higher the other skills, the higher the wage, but you also have a chance of so called RPP, random popup. RPP is not random at all, every training your player gain the trained skill and a little bit of other skills depending on your main coaches skills and number and quality of assistants (ideally 3 of them). Then the not trained skills increase bit by bit, or tenth by tenth, if you want and once it goes from x.9 up one tenth, you get a RPP.

hope you it makes sense, ask further to clarify please :)
2006-11-23 16:47:09
Head Coach - Should be unearthly in the skill you're training. If you can afford it give him more unearthlies so you can swap around training easily. The head coach general skill is what gives general training (ie untrained pops in skills) so if you have a young talented team and can afford it get as good as you can.

Assistant Coaches- Only their general coach skill counts, what they do is increase the overall training effectiveness and you can only have 3. From what I remember they have to be average and above to influence anything and aren't really worth it past excellent. To save money you can have an assistant with unearthly in a skill you train sometimes like stamina and swap him and the head coach when needed.

Junior Coach - Again only the overall coach level counts here. Outstanding is what most people go for when they can afford it, the increases in effectiveness aren't meant to be worth it past that.

If you really can afford it fire your main coach and trade up. Another excellent assistant wouldn't go astray either. The big thing though is that this much investment is only worth doing if you have a full complement of trainees. Past 23 the increases slow down a lot so try and keep your team as young as possible.
2006-11-23 16:48:23
lol Snap. At least we agreed.
2006-11-23 17:14:13
;)
2006-12-14 20:48:15
2 related posts....

About coaches:

Two types of training:

Specific Training: the chosen one;

Three factors affect speed of specific training:
1) age like hattrick (because players need to be more welll rounded in this game I do take trainees as old as 22, if they have good secondary skills. They'll be the first one I sell though.
2) Talent- Hidden attribute of the player (You have Plus or Guacamole's spreadsheet, you'll be able to track it)
3) Skill level - low skills rise faster

ex: a young highly talented player will rise from average to adequate in two weeks, from good to solid in 3 weeks...

General training: all players who played in a game receive it. Trains slower than specific but allows for improvements in skills that are not being trained specifically.

Main coach: needs to be "unearthly" in the skill being trained. High rating in relevant secondary skills do help, but too expensive for new teams. As you win games, fill and upgrade your stadium and promote, you'll be able to afford better coaches.

Assistant Coaches: They help with both specific and general training, only general appraisal matters for them. Three of them is the maximum, stay with three if you can, cut down to two of them if you have too.

YOUTH COACH

Very important only general appraisal matters:

1) Start with an excellent/formidable youth coach
2) Only keep youths that will reach "solid/very good" skill coming out of the school based on about 5 weeks per pop. Use Plus or Gauacamole's spreadsheet and it will be easy to track talent for both youth and players.
3) Timing is important, when you have a few players coming out at about excellent/formidable upgrade to an outstanding/incredible youth coach. You can have your youth graduates pay for your better Youth coach and you can even keep the talented ones.
2006-12-14 20:48:30
guacamole to guacamole 2006-12-14 20:45:09
Types of Training:

Specific Training: the chosen one;

Factors that affect the speed of specific training (in no particular order, all are very important):
1) age like HockeyArena or Hattrick. Because players need to be more welll rounded in this game I do continue to train talented players as old as 22, if they have good secondary skills. They'll be the first one I sell though. Training is highly affected by age (see below). 16-19 is VERY trainable (based on talent of course) 20-21 pretty good, 22-23 ok to train but not really optimal, 24-27 doesn't train hardly at all, 28+ starts to skill decline... ALL YOUR TRAINEES SHOULD BE 20 OR YOUNGER IMHO, when you start out.
2) Talent- Hidden attribute of the player - For now you'll be guessing, and if you find players that aren't training well, DUMP THEM and buy new ones.
3) Skill level - low skills rise faster
4) The skill of the head coach in the stat being trained. Main coach: needs to be "unearthly" in the skill being trained. High rating in relevant secondary skills do help, but too expensive for new teams. As you win games, fill and upgrade your stadium and promote, you'll be able to afford better coaches.
5) The GENERAL APPRAISAL of your THREE assistant coaches. Specific skills are irrelevant, it's only the general appraisal that matters. Can't have more than 3 assistants, shouldn't have fewer. For now all should probably be solid or so, they're cheap.


General training: all players who played in a game receive it. Trains slower than specific but allows for improvements in skills that are not being trained specifically. Similar to specific training, is dependant on age, talent, skill level, skill of head coach in each other stat, and gen appr of assistants.



YOUTH COACH
Very important that you know that only general appraisal matters:

1) Start with an excellent youth coach when you get 2-3 "keepable" players for your youth squad.
2) Only keep youths that will reach "solid/very good" skill coming out of the school based on a guess of about 5 weeks per pop. You'll be able to find out the talent as they progress. Ignore the first pop - they could be JUST before the next level so they could pop in 2 weeks the first time and still be talentless. 3.3 is just about the fastest training ever recorded (max talent), 4-5 is pretty good, 6-8 is pretty bad. With your coaches it will be much slower, those #'s are based on outstanding or so youth coach (3.3 was with magical)
3) Timing is important, when you have a few players coming out at about excellent/formidable upgrade to an outstanding/incredible youth coach. You can have your youth graduates pay for your better Youth coach and you can even keep the talented
2006-12-14 20:48:59
Moved from freestyle ireland to sokker ireland.
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