2023-12-04
Article par: dwyane3
Hello,
this week's topic for the community members - youth skill training. We have had quite a few entries, so get ready for another long-read!
fanling3 WL 2.2 - 2.000 credits
Let’s talk about skill training. There are few factors you can consider when you train your youth.
1. Skill order
Let’s do a simple Maths. Players get less training points as they grow. Assume you get 20, 18, 16 points in 3 different days, and you have 3 different skills with inners 100%, 0% and -50% respectively. If you train skills with higher inner potential first, you would get 40 + 18 + 8 = 66. If you train skills with lower inner potential first, you would get 10 + 18 + 32 = 60. So in general you can get more training points if you train skills with higher inner potential first. But of course it’s just a simple example. Things can get more complicated in actual cases, like you may not need the same amount of training points for high inner potential skills and low inner potential skills. Or when your youth played only 10 mins before he fouled out, you would switch to a skill with lower potential on that day. This is more of an advanced topic, but you get the idea.
2. When to switch skill
Very often I see some youth having skill 12 (or even 13) in one skill and skill 2 for the rest of the skills. I would say this is BAD. There are a few reasons.
a. Training your key skills in a more evenly distributed manner will give you more flexibility when it comes to match engine changes, or even simply when you discover something new to your understanding.
b. The player will perform better in the youth team or national team. Having one or two skill 12 is overkill, and at the same time you have huge disadvantages in other areas.
c. If you have a different opinion than other players, it will be harder for you to trade your players as some of the skills are already fully trained.
Let’s talk about improvement jumps. This is a very advanced topic. It is very situational depending on a few criterias: club finance, youth supply, health inner potential, etc. To make things simple, there are a few rules you can consider:
1. If you are in a low league and do not have good finance, doing improvement jumps can benefit you more.
2. If you have enough youth generations, you don’t need improvement jumps to make management more complicated.
3. Do improvement jumps on low health inner players. Do not do improvement jumps on high health inner players.
4. Do improvement jumps on low potential players. Do not do improvement jumps on high potential (> 7) players.
Again, these are just simple rules, you can make your own judgment based on different factors.
evinelis WL 4.1 - 2.000 credits
It's honestly one of my most fun parts of this game. I mean developing players, coaching them and creating a kind of dynasty in your team. It's a shame that the game has gone in a direction where investing in scouting and growing your players is very difficult and expensive.
Answering the question (how do I train young players), everything is quite simple. I make an analysis of the player, I find out what his inner potentials are. Based on the player's internal potential and expected height, I try to strategize what position he can grow into and based on that, I choose what type of player he can be in the future. After deciding what I want from a young player in the future, I start training.
Where do I start? If the player has at least 6-7pot (or more), the internal potential of health is very important, if there is not a very large minus, I always try to train health to 100% first. After that, I take athleticism, because it benefits both offensively and defensively. If the player is a lower pot (4-5 or a 6pot with a worse skillset), I usually don't look at the health and try to grow such a young person as a performer of short sections of special tasks on the court. For such players, I usually start training with athleticism at least one skill, and then I add a skill that reflects the player's specialization (shooting, agility, defense, low post etc.)
As for improvement jumps, I think if it's not necessary, it's better for the player not to do it. The main reasons I do improvement jumps are low health internal potential (such players need to peak as soon as possible in my opinion as they are not really long lasting players) and I'm going to do improvement jumps if I think it will be enough after that capable of playing even when promoted to higher leagues and will certainly help fill gaps in the squad. But mostly, as I already mentioned, I try not to do it if it is not necessary.
smart0eddie WL 2.1 - 1.500 credits
The training plan for a U18 youngster player should not be a standalone plan.
Instead, it should be a early stage of the whole career plan for the player.
The whole plan for a player will be heavily dependent on his skill potential and estimated height.
In most cases, the plan should majorly follow the skill potential distribution, and slightly adjust based on the height and position.
Considering the teens are growing fast, and their future position may change, especially for those forwards, it would be a safe option to train common skills for all his possible position to a medium level.
For a player with more certain position, we may train his skills to a higher level.
For example, a tall player would be likely to play center in the future.
He will definitely need toughness, rebounding, contesting shots, and possibly some close-range shots.
Then we may safely train these skills to like 10.
Similarly, for a short player that will become a point/shooting guard, he will need speed, contesting shot, offense skills and possibly some accuracy skills.
Train these skills to 10 will be a safe option.
However, for players with estimated height around 200~208.
He might be either center, forward, or guards.
We may train his Athletic skills to some extent, but better not exceed 6 to keep the flexibility until his height and future position become more certain.
On the other hand, everyone will need contesting shots, it would be a good option until 10.
Training the offense skill till 6 may also be a good choice.
To sum up, plan your players final skill, train the skills he will definitely need in the early years but keep flexibility for adjustment.
Regarding the improvement jump, the jumping player immediately gain a large amount of training points to improve his skills at the cost of losing some of his maximum potential.
In other words, sacrificing the future for the present.
To maximize the benefit, there are two main considerations.
The first and the most important one is the benefit the player can bring to the team.
After jumping, would he be eligible to play on the main team?
If not, it would be better to train him more with high potential.
And the second consideration is the time, the best time for jumping is right after the player sign a cheap and long contract.
In that way, the team could have a skillful player on team with low salary for several years.
pinkglass WL 3.3 - 1.500 credits
孤舟 WL 3.3 - 2.000 credits
dwyane3 WL 2.2
Seems like our community is training young players in a similar way. I would like to share a little bit of my own experience and what I have changed over time.
Now, I want my youth players to make it to the main squad as fast possible, therefore I make the jump and try to loan the player to WL5-WL4 team where the player can develop further. I spend 10% of the jump on the health and the rest I distribute on the key skills.
-----
I hope you find our community's input interesting! Next week topic was suggested by bananajohn and is super exciting - money. How do you manage your finances?
Write a post of at least 300 words and share it with us and earn up to 2.000 credits! Don't want to write? Suggest an interesting topic and earn 200 credits like bananajohn did.
Have a good read!
this week's topic for the community members - youth skill training. We have had quite a few entries, so get ready for another long-read!

Let’s talk about skill training. There are few factors you can consider when you train your youth.
1. Skill order
Let’s do a simple Maths. Players get less training points as they grow. Assume you get 20, 18, 16 points in 3 different days, and you have 3 different skills with inners 100%, 0% and -50% respectively. If you train skills with higher inner potential first, you would get 40 + 18 + 8 = 66. If you train skills with lower inner potential first, you would get 10 + 18 + 32 = 60. So in general you can get more training points if you train skills with higher inner potential first. But of course it’s just a simple example. Things can get more complicated in actual cases, like you may not need the same amount of training points for high inner potential skills and low inner potential skills. Or when your youth played only 10 mins before he fouled out, you would switch to a skill with lower potential on that day. This is more of an advanced topic, but you get the idea.
2. When to switch skill
Very often I see some youth having skill 12 (or even 13) in one skill and skill 2 for the rest of the skills. I would say this is BAD. There are a few reasons.
a. Training your key skills in a more evenly distributed manner will give you more flexibility when it comes to match engine changes, or even simply when you discover something new to your understanding.
b. The player will perform better in the youth team or national team. Having one or two skill 12 is overkill, and at the same time you have huge disadvantages in other areas.
c. If you have a different opinion than other players, it will be harder for you to trade your players as some of the skills are already fully trained.
Let’s talk about improvement jumps. This is a very advanced topic. It is very situational depending on a few criterias: club finance, youth supply, health inner potential, etc. To make things simple, there are a few rules you can consider:
1. If you are in a low league and do not have good finance, doing improvement jumps can benefit you more.
2. If you have enough youth generations, you don’t need improvement jumps to make management more complicated.
3. Do improvement jumps on low health inner players. Do not do improvement jumps on high health inner players.
4. Do improvement jumps on low potential players. Do not do improvement jumps on high potential (> 7) players.
Again, these are just simple rules, you can make your own judgment based on different factors.

It's honestly one of my most fun parts of this game. I mean developing players, coaching them and creating a kind of dynasty in your team. It's a shame that the game has gone in a direction where investing in scouting and growing your players is very difficult and expensive.
Answering the question (how do I train young players), everything is quite simple. I make an analysis of the player, I find out what his inner potentials are. Based on the player's internal potential and expected height, I try to strategize what position he can grow into and based on that, I choose what type of player he can be in the future. After deciding what I want from a young player in the future, I start training.
Where do I start? If the player has at least 6-7pot (or more), the internal potential of health is very important, if there is not a very large minus, I always try to train health to 100% first. After that, I take athleticism, because it benefits both offensively and defensively. If the player is a lower pot (4-5 or a 6pot with a worse skillset), I usually don't look at the health and try to grow such a young person as a performer of short sections of special tasks on the court. For such players, I usually start training with athleticism at least one skill, and then I add a skill that reflects the player's specialization (shooting, agility, defense, low post etc.)
As for improvement jumps, I think if it's not necessary, it's better for the player not to do it. The main reasons I do improvement jumps are low health internal potential (such players need to peak as soon as possible in my opinion as they are not really long lasting players) and I'm going to do improvement jumps if I think it will be enough after that capable of playing even when promoted to higher leagues and will certainly help fill gaps in the squad. But mostly, as I already mentioned, I try not to do it if it is not necessary.

The training plan for a U18 youngster player should not be a standalone plan.
Instead, it should be a early stage of the whole career plan for the player.
The whole plan for a player will be heavily dependent on his skill potential and estimated height.
In most cases, the plan should majorly follow the skill potential distribution, and slightly adjust based on the height and position.
Considering the teens are growing fast, and their future position may change, especially for those forwards, it would be a safe option to train common skills for all his possible position to a medium level.
For a player with more certain position, we may train his skills to a higher level.
For example, a tall player would be likely to play center in the future.
He will definitely need toughness, rebounding, contesting shots, and possibly some close-range shots.
Then we may safely train these skills to like 10.
Similarly, for a short player that will become a point/shooting guard, he will need speed, contesting shot, offense skills and possibly some accuracy skills.
Train these skills to 10 will be a safe option.
However, for players with estimated height around 200~208.
He might be either center, forward, or guards.
We may train his Athletic skills to some extent, but better not exceed 6 to keep the flexibility until his height and future position become more certain.
On the other hand, everyone will need contesting shots, it would be a good option until 10.
Training the offense skill till 6 may also be a good choice.
To sum up, plan your players final skill, train the skills he will definitely need in the early years but keep flexibility for adjustment.
Regarding the improvement jump, the jumping player immediately gain a large amount of training points to improve his skills at the cost of losing some of his maximum potential.
In other words, sacrificing the future for the present.
To maximize the benefit, there are two main considerations.
The first and the most important one is the benefit the player can bring to the team.
After jumping, would he be eligible to play on the main team?
If not, it would be better to train him more with high potential.
And the second consideration is the time, the best time for jumping is right after the player sign a cheap and long contract.
In that way, the team could have a skillful player on team with low salary for several years.

In the competitive realm of BasketPulse, nurturing young talents is a crucial aspect of building a successful team. Focused training for players under 18 involves strategic decisions to shape their skills and maximize their potential. Here's my comprehensive approach to developing both inside and outside players, as well as considerations for jumping abilities.
As for low-post players in the interior, I will focus on low-post scorer and athletic low-post players. The initial focus is on refining close-range shot skill, aiming for a proficiency level of 10 or above before delving into Athletic skills training. This sequential approach ensures that players establish a solid foundation in scoring close to the basket before expanding their skill set to include dynamic movements on the court.
As for the type of perimeter player, I would choose pure shooter or perimeter shooter. If a player’s inner potantials of offensive skills are average, cultivating a dual-threat guard is the objective; otherwise, a transition towards developing small forward (SF) skills is considered. This tailored approach addresses the unique strengths and potential of each player, aligning their development with the team's overall strategy.
When evaluating the decision to jump, the inner potential of player's health play pivotal roles in the determination. A deficit in inner potential may prompt an early decision to jump, providing the player with the opportunity to unlock new skills and attributes. Conversely, players with high health inner potential may decide whether to make the jump after the age of 18 to ensure that the player's career can be longer.
In conclusion, developing young talents in BasketPulse requires a thoughtful and personalized approach. By tailoring training regimens to individual player profiles and considering factors like the inner potantials of shot, athletic, defence and offence skills, teams can cultivate a roster of versatile and skilled players. This strategic approach not only enhances the team's current performance but also lays the foundation for sustained success in the dynamic world of BasketPulse.

Today, our topic revolves around training players under the age of 18, specifically focusing on guards, small forwards, and interior players. Let's discuss each position separately:
1. Guards:
When it comes to young guard players, I personally prefer 3PT and Defence players who excel both offensively and defensively. In the world of Basketball, three-point shooters are highly valued. In terms of training, my preference is to sequentially train Speed, Three-Pointers, Contesting Shot, and Jump to level 10. Following this, I would work on improving offensive IQ and passing skills to level 6. This establishes a fundamental on-court capability, with subsequent training tailored to the player's individual skill ceiling.
2. Small Forwards:
Similar to the training approach for guards mentioned earlier, my preference for small forwards is also 3PT and Defence players who utilize three-pointers as their primary offensive strategy. The training regimen remains consistent with that of guards.
3. Interior Players:
For young interior players, my favorite type is low-post scorers due to their excellent close-range shooting abilities, robust physical attributes, defensive capabilities, and rebounding skills – making them well-suited for the interior position. In terms of training, I would focus on training Athletic Skill until reaching speed level 7. Subsequently, I'd sequentially train Toughness and Jump to level 10, followed by close-range shooting skills to level 10. Contesting Shot and rebounding abilities would be trained to level 10 in succession. Finally, offensive IQ and passing skills would be developed to level 6. This comprehensive training approach ensures contributions on the basketball court, with further adjustments based on each player's unique skill ceiling.
Thank you for your attention. If you have any questions, players are welcome to raise them for collective discussion.

Seems like our community is training young players in a similar way. I would like to share a little bit of my own experience and what I have changed over time.
Health
I scout the players to be 14-15 year old and the fundamental thing in the beginning is to train the health to 100%, no matter what inner health potential. That helps to get an additional training point for the rest of the player's career, therefore the earlier that is done, the better. Also, it raises the player's trade value as not every single team in the future will ask what the inner health potential is and 100% health will not give red flags.
Potentials
After training the health to 100%, I check the player potential, if necessary, in a free of charge way - I train each skill group for one day and note down how many training points the player has received. That way it takes 4 trainings to understand where the player has main strenghts.
Base skills
Once I know the potentials, I develop two athletics skills that will be the most important for the player to 8. That way the player has a foundation to play in the youth league. Following that, I focus on a single shooting skill to 8, so the player can start scoring using his athleticism and get an improvement jump that we will talk later on about.
Once that is done I train CS to 8 so the player is well shaped for the youth leagues.
Training the post players is something I understand rather well. I go back to toughness and jumping, followed by the close shooting to 12. Once they reach that they are dominating in the youth leagues or are ready to play in low WLs on loan.
Once that is done I train CS to 8 so the player is well shaped for the youth leagues.
Improvement jumps
I think I get overexcited about them. :) I always use them because back in the day I did not have good training coaches and the players during the improvement jump would improve as if they were coached by a very good coach. So I used it as a workaround to save some money in the lower leagues.Now, I want my youth players to make it to the main squad as fast possible, therefore I make the jump and try to loan the player to WL5-WL4 team where the player can develop further. I spend 10% of the jump on the health and the rest I distribute on the key skills.
-----
I hope you find our community's input interesting! Next week topic was suggested by bananajohn and is super exciting - money. How do you manage your finances?
Write a post of at least 300 words and share it with us and earn up to 2.000 credits! Don't want to write? Suggest an interesting topic and earn 200 credits like bananajohn did.
Have a good read!