No reason to be a jerk or make an ass out of yourself by assuming I'm lazy. Are you really expecting me to go and sign up for a bunch of random sports sims and stick with them long enough to understand their training systems just to see whether or not you even have any point?
If "any other game" has an example, why does it need to be the other basketball game you play? Can't you use a non-competitor? You didn't even have to name the game just describe how it works and why it's better.
I currently play 3 other sport sims and have used 4 others in the past that I've lost interest in. How do they do training?
1 is pretty much identical to how this game does it.
1 is still tied directly to playing time, but the full team trains instead of individual players. In addition to that, you don't really have control over what trains... they have maximums in every attribute and slowly inch towards that given they receive enough playing time before the point where they stop growing. Not really a better system in my view.
4 of the games do not actually have training systems in any capacity and instead players just naturally grow towards their peak numbers unless they get too old to improve before maxing out.
and the last one lets you use your cash to boost the attributes of players instead of an actual training system. I don't like that either since it sounds exploitable.
So no, I can't just look to any other game to find a better system.
Now a big "thank you" to Headless T Gunner for actually providing real examples. I've never played any of those games (never even heard of the first), but at least can use the info provided to form an opinion.
Charazzy's system does sound good to me. I like the skill choice selection and the ability to train all players. I do wonder if any skills have caps though or if a player can be stacked on two skills be training just those two forever and if that could mess with the balance. Are there any side-effects or down sides?
I don't understand the "quality number" system, but at least for Arena Hockey, playing time sounds like it's still a factor. I also don't like the lack of control for what gets trained... so it sounds like the latter 2 are in the majority I played that don't have "real" training systems, but rather universal player growth that at most, you can speed up with a training budget of some sort.