Training
Turn raw potential into match-winning edges, without breaking realism. Gaff’s training system is built to reward discipline over bingeing, and coaching IQ over grinding.
7.1 Design Goals
- Match-first progression: Training nudges attributes, matches (minutes, ratings, form) remain the main driver of value and reputation.
- Diminishing returns: The more you spam a drill, the less it yields.
- Fatigue is real: Every session consumes stamina and elevates injury risk if mismanaged.
- Schedule-smart: Plans that respect matchdays beat random sessions.
- Exploit-resistant: Soft locks, cooldowns, and account-wide caps thwart farm loops.
7.2 Training Primitives
Each player has 2 daily drill slots. Drills are atomic, short sessions focused on single attributes or small bundles.
7.2.1 Drill Catalogue
| Drill | Primary Attribute(s) | Secondary Link(s) | Minutes Equivalent* | Notes |
|---|---|---|---|---|
| Finishing | finishing | firstTouch, composure | 4 - 8H | Strikers benefit most, halved gains for GKs/CBs |
| First Touch | firstTouch | balance | 4 - 8H | Helps press-resistance under pressure |
| Pace | pace | stamina (minor), accel | 4 - 8H | Gains taper fastest to avoid speed creep |
| Vision | vision | passing, decision | 4 - 8H | Boosts assist likelihood in sim |
| Defensive Shape | defPositioning | tackling, anticipation | 4 - 8H | Team defensive rating synergy |
| Press Resistance | pressResist | firstTouch, vision | 4 - 8H | Reduces dispossessions in sim |
| Aerials | heading | jumping, strength | 4 - 8H | Set-piece offense/defense impact |
* Minutes Equivalent feeds fatigue calc (below).
7.3 Gains, Fatigue, and Risk
7.3.1 Diminishing Returns (per attribute)
Let Δ_base be the base improvement for a drill (e.g., 0.40 rating points), and r the number of sessions on that same attribute in the last 7 days.
Δ_effective = Δ_base / (1 + 0.35 × r)- Repeating Finishing for a ST 3 times this week yields ~ 0.40, 0.30, 0.24 (approx).
- Back-to-back same drill in same day applies ×0.5 soft penalty or triggers a soft lock (admin-tunable per tier).
7.3.2 Fatigue Cost
minutes_equiv = drill_intensity × (20..40) // see table & tier modifiers
stamina_after = max(0, stamina_before - ceil(minutes_equiv / 3))- Players entering matches with low stamina face higher injury risk (see §7).
- Fatigue partially recovers overnight, higher with quality facilities & staff (roadmap).
7.3.3 Hard Caps & Soft Locks
- 2 drills/day/player hard cap.
- Same-drill spam within 48h → halved gains.
- Weekly attribute window: after r_max (e.g., 6) sessions to the same attribute, further gains flatten to protect balance.
7.4 Scheduling & Plans
7.4.1 Smart Scheduling
- Plans that avoid heavy drills within 24h of kickoff preserve stamina & reduce injuries.
- Light “activation” (First Touch, Vision) on matchday is allowed with reduced fatigue.
7.4.2 Club-Level Training Plans
Two modes:
Templates (one-click)
- 4-3-3 Wing Overload: Wingers → Pace/First Touch, FBs → Aerials/Shape, ST → Finishing.
- 4-2-3-1 Compact: DMs → Defensive Shape/Press Resist, AM → Vision/First Touch.
- 3-5-2 Transition: CBs → Aerials/Shape, WBs → Pace/Press Resist, STs → Finishing.
Custom JSON
{
"name": "433 Wing Overload",
"weekly": {
"Mon": [
{ "pos": ["W", "FB"], "drill": "Pace" },
{ "pos": ["ST"], "drill": "Finishing" }
],
"Tue": [{ "pos": ["CM", "DM"], "drill": "Press Resistance" }],
"Wed": [{ "pos": ["CB"], "drill": "Defensive Shape" }],
"Thu": [{ "pos": ["AM", "W"], "drill": "First Touch" }],
"Fri": [{ "all": true, "drill": "Vision" }],
"Sat": [{ "matchday": true, "light": true }],
"Sun": [{ "recovery": true }]
},
"respectCaps": true,
"avoidPreMatchHours": 24
}- Plans auto-assign drills M–Su, obey caps, and respect matchdays.
- Mid-week matches? Engine shifts heavy sessions earlier and suggests swaps.
7.5 Shop Boost Items (Carefully Constrained)
Boosts help smooth variance and recover smarter, not replace training or match skill.
| Item | Effect (capped) | Cooldown | Weekly Account Cap* | Notes |
|---|---|---|---|---|
| Energy Gel | +20 stamina (not above 100) | 24h/player | 10 | Best within 24–48h pre-match |
| Focus Band | Next technical drill +40% Δ_effective | 72h/player | 6 | No effect on spammed drills (post-penalty) |
| Rehab Pack | Clear minor knock, −50% injury risk next match | 72h/player | 4 | Doesn’t cure medium/major injuries |
| Morale Kit | +1 morale tier (caps at “High”) | 48h/player | 6 | Small match rating uplift |
* Anti-farm: Caps are account-wide. Bulk buys trigger dynamic pricing in top divisions.
7.6 Progression & Attribute Integrity
- Persistent growth: Each drill adds a small, permanent increment.
- Role modifiers: Out-of-role drills yield reduced gains (e.g., GK doing Finishing).
- Team synergies: Defensive Shape gains stack into team defensive rating, Vision improves build-up quality.
Example: Attribute Update
function applyDrill(player, drill) {
const attr = mapDrillToAttribute(drill);
const r7 = sessionsLast7Days(player.id, attr);
const delta =
(baseGain(drill, player) / (1 + 0.35 * r7)) * roleMod(player, attr);
player[attr] = clamp(player[attr] + delta, 1, 99);
const minutes = intensityToMinutes(drill, player);
player.stamina = Math.max(0, player.stamina - Math.ceil(minutes / 3));
scheduleCooldowns(player.id, drill);
logTrainingEvent(player.id, drill, delta, minutes);
}7.7 Injury & Risk Model (Match Integration)
- Base injury risk per player uses proneness.
- Risk multiplier rises when a player’s stamina < 40 or after heavy drills within 24h of kickoff.
- Rehab Pack halves next-match risk but doesn’t stack beyond ×0.5.
risk = base_proneness × (1 + fatigueFactor + recencyPenalty)
fatigueFactor ≈ max(0, (60 - stamina) / 100) // kicks in below 60
recencyPenalty = heavyDrillWithin(24h) ? 0.25 : 07.8 UI/UX: Coaching Workflow(Roadmap)
- Pick a weekly plan (template or custom).
- Assign drills (bulk by role, fine-tune on individuals).
- Simulate week: See projected fatigue, injury risk, and match readiness.
- Game week adjustments: Toggle light sessions for starters, push heavy work to bench/academy.
- Review analytics (below) and iterate.
Coach Hints
- “Back-to-back Finishing detected on ST #1023, expected gain halved.”
- “CB #441 scheduled for heavy drill <18h before KO, injury risk +25%.”
7.9 Analytics & KPIs (Club & Investor-Facing)
- Drill ROI: Δ attribute per fatigue consumed by drill & role.
- Plan adherence: % of scheduled drills completed.
- Injury-preventable rate: % injuries with high pre-match risk signal.
- Match impact: Correlation of specific drills to match events (e.g., Finishing ↔ goals).
- Fatigue discipline: Avg stamina at kickoff per role.
Sample Dashboard Table
| Metric | Value | Trend |
|---|---|---|
| Avg Δ per drill (last 14d) | +0.22 | ↗︎ |
| Starters’ KO stamina (avg) | 88 | → |
| Pre-KO heavy drills (<24h) | 3 | ↘︎ |
| Preventable injuries (%) | 14% | ↘︎ |
| Drill spam incidents (weekly) | 5 | ↘︎ |
7.10 Anti-Exploit Guardrails
- Account-wide boost caps and dynamic pricing for whales.
- Per-attribute weekly saturation (r_max) neutralizes looping.
- Same-day spam penalty and 48h same-drill soft lock.
- Pre-match heavy-drill flagging with optional auto-block at high tiers.
- Abuse heuristics: burst patterns across linked wallets trigger throttles.
7.11 Admin/League Knobs (Tunable Defaults)
| Setting | Default |
|---|---|
| Daily drill slots / player | 2 |
| Base gain (technical drills) | +0.40 (before mods) |
| Same-attribute decay factor | 0.35 |
| Same-day repeat penalty | ×0.5 gain |
| Weekly saturation (r_max) | 6 sessions / attribute |
| Heavy-drill pre-match window | 24h |
| Rehab effect | ×0.5 next-match risk |
| Energy Gel | +20 stamina, 24h cd |
| Focus Band | +40% next drill, 72h cd |
| Morale Kit | +1 tier, 48h cd |
7.12 Roadmap Enhancements
- Staff & Facilities: Coaches reduce decay, facilities speed stamina recovery.
- Micro-scrimmages: Low-risk simulated minutes that affect form more than attributes.
- Adaptive plans: Plans that auto-shift based on fixture congestion and opponent style.
- Team drills: Cohesion sessions that raise chemistry and press coordination.
7.13 Quick FAQ
Does training replace matches?
No. It’s a multiplier, not the main engine. Matches still drive reputation, leaderboards, and most value.
Can I stack Focus Band to bypass decay?
No. It multiplies Δ_effective after penalties and won’t exceed cap.
Do injuries from training happen?
Rarely, at very low stamina or after improper scheduling. The system warns you first.
Can academy players use boosts?
Yes, but with tighter caps and higher cooldowns to prevent farm loops.
7.14 Coach’s Playbook (TL;DR)
- Plan weekly, don’t improvise daily.
- Avoid heavy within 24h of kickoff.
- Chase synergy (Vision for AMs, Shape for CBs).
- Use boosts sparingly to solve real constraints (injury recovery, fixture congestion).
- Monitor fatigue and act before it becomes risk.
Train like a champion: consistent, intentional, and match-aware. That’s how dynasties are built on Gaff.
