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.

  • 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

  • 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

  • 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


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.


7.8 UI/UX: Coaching Workflow(Roadmap)

  1. Pick a weekly plan (template or custom).

  2. Assign drills (bulk by role, fine-tune on individuals).

  3. Simulate week: See projected fatigue, injury risk, and match readiness.

  4. Game week adjustments: Toggle light sessions for starters, push heavy work to bench/academy.

  5. 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.

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