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[转贴] 关于训练 [复制链接]

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发表于 2009-1-12 00:56:18 |只看该作者 |倒序浏览
这个是一个FMbritain关于训练的帖子,后面还有不少,先把前边翻译了的部分发出来吧。



Training is one of the least discussed aspects of FM on these forums and one of the most vital aspects of manager involvement ingame. Having drawn many blanks through experimentation and through reading these forums I trawled through the internet looking for FM sites offering an explanation of training.

训练作为FM的一个方面,是在各种论坛上所被讨论得最少的东西之一,然而这却也是经理们在游戏中最重要最关键的一部分之一。(我)通过试验和在网上搜索阅读那些提供关于训练的解释的FM站点知道了不少东西。

It didn't take me long to find FMBritain and many indepth studies of training in FM. Two posters in particular lead me to a much deeper understanding of training, but lets just say the language barrier is not condusive to easy reading.

我很快的就找到了FMBritain,以及许多对FM训练的深度研究。有两个帖子的帮助尤其大,让我对训练的了解深入了许多。但是遗憾的是语言的运用让其变得难以理解。

With my desire to understand the mechanics of training and develop my own training schedules in mind, here is my interpretation of the discussion and mechanical revelation I discovered on this site.

由于我内心里对了解训练的原理和创造我自己的训练日程的渴望,以下就是我对在这个网站上找到的机理揭示和讨论的个人阐释。



Training in Football Manager.
足球经理里的训练


The single most important factor in training in Football Manager is the schedule workload.
足球经理里面训练的唯一最重要的因素,就是训练日程的总体强度(工作量)。

The schedule workload determines how much a player develops and improves his attributes, the higher the workload the greater the increase in attributes, and the greater the effect on the players morale due to training. It is in effect a trade-off between the scale of attribute development and the scale of morale penalty. In an ideal FM world the manager wants all players training at the maximum possible workload.
这个训练强度决定了一个球员的属性能够得到多少提高。训练强度越大,得到的属性提升越多,但是同时训练对一个球员士气的影响也越大。从效果上讲,这其实是一个属性发展程度和士气惩罚程度的交换。在一个理想的FM世界里,经理会想要他所有的球员都能接受他们所可能承受的最高强度的训练。

Workload is determined by the quantity of training in each general area under the training schedule; strength, aerobic, tactics, ball control etc. However each area does not contribute an equal increase or decrease or workload.
训练强度是由组成训练的各单项的训练量决定的;如力量,有氧,战术,控球等等。不过,每一个项目对总体强度增加或减少的贡献度是不同的。

This is where it gets complicated so please bare with me.
这里事情变得有些复杂,所以请允许我啰嗦一下。

If the overall workload determines the maximum rate at which attributes can improve then the individual workloads for each area determine the rate at which attributes do improve. The relationship between individual areas and the maximum workload is relative and proportional.
如果说总体训练强度决定了某属性所能够提升的最快速度的话,那么各分项训练量就决定了某属性事实上提升的速度。分项训练和最大强度之间是相互联系并成比例的。

Allow me to explain.
请允许我解释。

Physical training, strength and aerobic, contribute more to the overall workload than all other areas of training, while set peices contribute less to the overall workload.
体能训练,也就是力量和有氧训练,对总体强度的贡献大于所有其他种类的训练,而定位球训练对总体强度的贡献则比较小。

Imagine you could reach maximum workload with strength training and maximum workload with set peice training alone. If strength training increases the workload by 6x more than setpeice training per click, then you can increase the set peice attributes 6x quicker, or 6x greater than you can increase strength training for the same overall workload.
假设你能够通过仅仅提高力量训练或者定位球训练来达到最大总体训练强度。那么,如果力量训练对总体训练强度的贡献是定位球训练的六倍,那么你就能通过加大相对于力量训练六倍的定位球训练量的方法来得到同样的总体训练强度。


In other words areas of training that contribute more to the overall training workload improve slower and less dramatically than those areas that contribute less to the overall training workload. This is the proportional part of training. You get more per click, more bang for your buck.
换句话说,那些对总体训练强度贡献更大的训练种类相对于那些贡献比较少的种类提高得更慢,更不显著。这就是训练中成比例的那部分。你从单击一次(训练条)得到的要更多,性价比更高。

Speaking simply, you can improve attributes quicker by choosing areas of training that contribute less to the overall workload. The more clicks you can get in the training workload before it reaches maximum, the faster attributes will increase.
简单地讲,如果选择对总体训练强度贡献较小的项目,你能更快地提升属性。在总体训练强度到达最大之前,你能单击越多次,属性增加越快。


However.
但是。

This obviously means that areas such as strength or aerobic can be improved only at the expense of training in other areas. The proportional system means that not all areas can be improved by the same degree, and that concessions must be made in certain areas. It means also that hardcore training in certain areas may result in dramatic increases, but only in those areas.
这很明显,某些项目,如力量和有氧,只能在付出牺牲其他训练的代价后才能得到提升。比例系统意味着不是所有的项目都能得到同等程度提升的,一些项目必须作出让步。这同时也意味着,某项目的魔鬼训练只能在这些项目里的到显著效果。

Ultimately.
结论是。

Ultimately the schedule workload is the limit by which your players can increase, and the levels of the areas of training within define how quickly and by how much your players will improve relative to the overall schedule. The greater the level of training in those areas, the greater the increases in those areas.
结论是总体训练强度是你的球员所能提高的极限所在,而分项训练则决定了你的球员能提高多快,在总体强度的制约下你得球员能提高到多少。在某项的训练越多,在某项的提高就越多。

Proportion.
比例。

I am trying to keep this guide as simple as possible, but it is easier to understand the system than it is to explain. If the workload is maxed then the higher the proportions of training in each area, the higher they will increase. The higher you can get the sliders in each area of training the higher those areas will increase. The higher you can get the sliders in relation to overall workload then the higher the attributes will increase overall. By choosing areas that have a lower impact on overall workload you can increase those sliders much higher than sliders that have a large impact, and therefore increase those areas by a greater amount overall. The exact slider mechanics I will discuss next.
我尝试让这个指南尽量简单,但是这个系统其实懂起来比讲起来要更容易。如果总体强度已经到最大,那么某一项训练比例越大,这一项提高就越大。你把某一项的训练的滑块提得越高,这一项的成果就越大。相对整体强度某一项的滑块越高,那么该项相关属性的增长就会越大。选择那些对总体强度相对影响较小的项目,你可以把滑块升得更高,也就会让总体增长更大(相对于选择那些对总体强度影响较大的项目)。具体的滑块机理我将会稍后讨论。


Slider Mechanics.
滑块原理

According to my research of the research done by a poster on FMBritain, who by the way requires the thanks of everyone that has downloaded a training schedule on these forums, the slider mechanics are as follows.
基于我对FMBritain上一个发帖人的研究的研究——其实所有从这些论坛上下载过训练日程的人都应该感谢他——滑块原理如下。

There are 25 clicks on the sliders, therefore 26 positions.
每一个滑块都能点击滑动25次,也就是说它有26个位置。

Click number 7 or position number 8 is the level at which attributes will be maintained. This is not entireally true but I will explain later. From click number 7 or position number 8 each increase of 3 clicks shows up ingame as an increase in the bar height for the training level of that area.
点击7次,或者说8号位置,代表该训练属性会被保持。这并不是完全正确但我稍候会解释。从点击7次,或者说8号位置开始,每点击3下,游戏里该项训练的滑块就会移动一下位置。

Click number 13 or position 14 is the level at which attributes will begin to increase, and click number 19 or position 20 is where attributes will no longer increase in size but only increase in speed.
点击13次,或者14号位置,是属性开始增长的位置。从点击19次,或者20号位置开始,属性的增长将只由增长速度导致,而没有额外的大小增长。

I would suggest personally that position 13 onwards determines the rate and size relative to all combined areas falling under overall workload.
我个人认为从13号位置开始,继续增加的训练量带来的属性上升大小和速度的总和相对于总体,开始低于整体强度属性上升的总合。

The poster whom I am translating and copying recommands a number of slider clicks equal to 120 for outfield players and 140 for goalkeepers for maximum development but I am not sure about these values.
我在翻译和借鉴的帖子建议对于场上队员的训练滑块点击总数应该等于120,对于守门员应该等于140,来获取最大的增长,但是我对这些值不是很确定。


Youth versus Pro or the PA/CA Question.
青年和成年的区别,或者PA/CA的问题

If a player has reached their PA then all training does is redistribute their attributes. This means that concessions have to be made for improvements to occur. One could purposely reduce the Strength training of a goalkeeper to a level where it actually diminishes in order to improve the tactical ability of that goalkeeper.
如果一个球员已经达到了他们的PA,那么所有进行的训练都只是重新分配他们的属性罢了。也就是说,如果你想要得到提升,那么必然有损失来补偿。你可以故意减少守门员的力量训练,让他实际上降低,来提升这个守门员的战术能力。

For players that have not reached their PA the issue is different. You can redistribute their attributes in the future, but the issue is to ensure they reach their PA.
对于那些还没有达到PA的球员来说事情就不一样了。你可以在未来重新分配他们的属性,但是关键在于你要保证他们能达到PA。

What this means is that maximum load training schedules are less important for developed players than the proportional distribution of training. You don't want max level training if it means you cannot redistribute attributes among key areas. For players yet to reach their PA you want to maximise their attribute increases so they reach PA, then redistribute. This means max workload training schedules.
这代表着对于已经成熟的球员来说,训练强度不如训练比例分配重要。如果高强度训练不能带来关键属性的重分配,那么大强度训练就是不适合的。对于那些还没有到达PA的球员,你则想要让他们的属性增长最快,以使他们到达PA,然后再来重新分配。这就需要最大强度的训练日程。


Before I Finish.
在我结束之前。

I hope that someone with a greater knowledge of training than me comes along and helps turn this guide from near-fact into fact. I do not claim to provide perfect information, merely reinterperate what I have read.
我希望如果谁对训练有更多的知识,能过来把这个指南从接近真实变成真实。我绝不宣称我提供完美的信息,而只是对我读到的东西的阐释。

I also wish to make it clear that physical training carries with it the risk of injuries, that high workloads carry with them the risk of low morale.
同时我也希望我能明确无误地说明,体能训练将带来伤病的风险,而高训练强度带来低士气的风险。

This game is highly complex and all the better for it, but it does lack a vast quantity of truly informational material regarding how it operates. If this guide helps then I am glad for those that find use for it, but even more glad for that fact that I myself am on the right track.
这个游戏非常复杂,这是它的优势,但是它缺乏大量关于其本身是如何运作的资料。如果这个指南能够提供帮助,如果你发现它有用那么我将会非常高兴,而如果我在正确的轨道上那么我就更高兴了。

Thank you for your time, and enjoy FM2009.
感谢你阅读,并祝你玩好FM2009。

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