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The Quest to get 48 minutes training in one game

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272865.10 in reply to 272865.9
Date: 08/11/2015 18:58:21
Overall Posts Rated:
142142
Thanks for the advice, it was really helpful, I'll start using some of your tips (y)

From: Phyr

This Post:
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272865.11 in reply to 272865.8
Date: 08/11/2015 22:06:35
Overall Posts Rated:
654654
Strongly disagree with the statement that blowing a team out has no effect on trainees getting 48+ minutes. Wacky things happen in garbage time. I don't really recommend CPDC either.

This Post:
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272865.13 in reply to 272865.12
Date: 08/12/2015 03:19:13
Overall Posts Rated:
6565
Hi,
As a small but perhaps significant point I'd like to add to that I've noticed that player stamina has an influence. Last season I had 1-2 ST for my main trainees, but now when they're all at 3 ST, I normally don't get less than 47 minutes per game for them. It's difficult to get those 1-3 minutes as a reserve player, as in a blowout game the reserve might easily get 10 minutes and a tight match might keep him strictly on the bench.

Perhaps an ideal ST for training issues is at around 4-6 ST? This of course leads us to gameshape and other issues, but that's another story :)

This Post:
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272865.14 in reply to 272865.12
Date: 08/12/2015 03:58:56
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
13391339
I agree blowouts don't always cause missed minutes, but they can be a factor. There are more factors I believe when minutes are missed despite the standaard settings to get 48 minutes, for example the skills of the player (if he's very unsuitable for the position he is trained in he has a higher chance to miss more minutes), or possibly stamina.

The fact is, despite setting the right settings there are situations besides fouling/injury that cause a player to miss minutes. Not all of them can be fixed for a specific game, but you do have some influence on blowouts. That's why people mention it, it's not always advisable but it is an option to possibly reduce the chance for missed minutes.

That said, if you're willing to sacrifice game performance or even gameshape, a better way to prevent minutes loss is to just dress 5 players. Then there's no-one to sub in for your trainee. This has many consequences though, but if training is your sole priority I think it's the safest option.

This Post:
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272865.16 in reply to 272865.15
Date: 08/12/2015 10:19:11
Overall Posts Rated:
32293229
I'll just add the quick point that in my opinion, it's ideal to have 8 rather than 9 players if you're going to have a risk of garbage time, since if one of your non-trainee starters is going to shoot free throws when the coach decides to empty the bench, that player's backup will then replace your trainee, while there's a chance otherwise that he'll replace the other guy instead. Even better would be seven, with each of the two backups covering two positions, so both will have a player to replace regardless of free throws.

And then you'll end up being in a close game and having your trainee with 5 fouls start the foul parade with a minute left.

This Post:
11
272865.18 in reply to 272865.17
Date: 08/12/2015 10:37:34
Woodbridge Wreckers
DBA Pro A
Overall Posts Rated:
13391339
Yes, we are all assuming the SFD/9 players, and then a blowout win is the only scenario for a trainee to miss minutes. But in that scenario, there are different factors that influence the chance and amount of minutes miss.

A high stamina, highly skilled player for the position tends to miss less minutes in a blowout than a low stamina/lowly skilled player in the same situation.

So having a low stamina player not lose minutes in a close game doesn't mean stamina doesn't affect lost minutes. The sample you need to look in is in blowout wins, and see what factors are in play then (stamina, out of position training, numbers of players dressed).

Last edited by Jeründerbar at 08/12/2015 10:37:48

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