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BASICS: Training targets for new footballers

21.08.2012 18:24

/*

This is a training target list for each position, it was used several seasons ago and it was quite useful to train new footballers. Each whole training is built upon "tiers", each tier focuses on reaching certain skills, after completing a tier the footballer will train the next tier and so on...

 

UPDATE 2013-03-20: @bluelightning suggested some corrections to GK´s training.

*/

Goalkeepers

Tier 1: Agility (to 40) - Handling - Keeper Pos - Reflexes
Tier 2: Speed - Acceleration
Tier 3: Stamina - Anticipation - Passing with Hands
Tier 4: Aerial Ability - Fearlessness - Jumping - Strength - Balance


What to train:
1: Stamina to 40, 2: Tier 1 to 71, 3: Tier 2 to 71, 4: Tier 3 to 61, 5: Tier 4 to 51, 6: Tiers 1-2 up to max.

Central Defenders

Tier 1: Stamina (to 61) - Speed - Acceleration - Jumping - Balance
Tier 2: Defensive Positioning - Fearlessness - Strength - Tackling
Tier 3: Agility - Anticipation
Tier 4: Blocking - High Passing - Low Passing - Heading

What to train
1: Tier 1 to 61, 2: Tier 2 to 51, 3: Tier 3 to 41, 4: Speed & Acceleration to 81, 5: rest of Tier 1 to 71, 6: Tier 2 to 61, 7: Tier 3 to 51, 8: Tier 4 to 41

Side Defenders

Tier 1: Stamina (to 61) - Speed - Acceleration - Jumping - Balance
Tier 2: Tackling - Defensive Positioning - Fearlessness - Strength
Tier 3: Agility - Anticipation
Tier 4:Blocking - High Passing - Low Passing - Heading

What to train
1: Tier 1 to 61, 2: Tier 2 to 51, 3: Tier 3 to 41, 4: Speed & Acceleration to 81, 5: rest of Tier 1 to 71, 6: Tier 2 to 61, 7: Tier 3 to 51, 8: Tier 4 to 41

Side Midfielder

Tier 1: Stamina (to 61) - Speed - Acceleration - Dribbling - Ball Control
Tier 2: High Pass - Curving - Strength
Tier 3: Vision - Agility - Fearlessness
Tier 4: Anticipation - One touch - Balance

What to train
1: Tier 1 to 61, 2: Tier 2 to 51, 3: Tier 3 to 41, 4: Speed & Acceleration to 81, 5: rest of Tier 1 to 71, 6: Tier 2 to 61, 7: Tier 3 to 51, 8: Tier 4 to 51

Defensive/Central midfielder

Tier 1: Stamina (to 61) - Acceleration - High Pass - Jumping - Balance - Low Pass
Tier 2: Defensive Positioning - Fearlessness - Strength - Speed - Vision
Tier 3: Agility - Anticipation - Tackling - Blocking

What to train
1: Tier 1 to 61, 2: Tier 2 to 51, 3: Tier 3 to 41, 4:Tier 1 to 71, 5: Tier 2 to 61, 6: Tier 3 to 51

Attacking central midfielder

Tier 1: Stamina (to 61) - Acceleration - High Pass - Low Pass - Vision - Curving
Tier 2: Scoring Positioning - Jumping - Balance - Speed
Tier 3: Fearlessness - Strength - Dribbling - Ball control
Tier 4: Anticipation - One Touch - Agility

What to train
1: Tier 1 to 61, 2: Tier 2 to 51, 3: Tier 3 to 41, 4: rest of Tier 1 to 71, 5: Tier 2 to 61, 6: Tier 3 to 51, 7: Tier 4 to 41

Centre/Wing forward

Tier 1: Stamina (to 61) - Acceleration - Speed - Shot Acc - Shot Str - Heading
Tier 2: Stamina - Score Pos - Jumping - Balance
Tier 3: Fearlessness - Strength - Jumping
Tier 4: Dribble - Ball control - Anticipation - Agility - One touch

What to train
1: Tier 1 to 61, 2: Tier 2 to 51, 3: Tier 3 to 41, 4: rest of Tier 1 to 71, 5: Tier 2 to 61, 6: Tier 3 to 51, 7: Tier 4 to 41

 

/* Here's the attributes you should increase to improve receiving the ball according to the situation */

Low ball - Free
Anticipation and ball control

Low ball - Fight
Acceleration, Anticipation, Ball control, strength, Fearlessness, Defensive/Scoring positioning

High ball - Free
Jumping, Balance, anticipation and to some extent ball control

High ball - Fight
Acceleration, Jumping, balance, anticipation, strength, ball control, Fearlessness, Defensive/Scoring positioning

Dribbling 
Dribble, strength, fearlessness & ball control (also effects how fast you move with the ball)

Shooting
Shoot accuracy, shoot strength & fearlessness (if you are "under pressure" from a defender)

Balance
Effects the accuracy of actions after a high receive

 

Attribute dictionary


Physical 

Acceleration
Acceleration is the attribute that decides how quickly a footballer can get reach his maximum movement speed. A high level of acceleration will also be beneficial in situations where a footballer goes head to head with an opponent.
Agility 
Agility is how fluently, quickly and how much a footballer can move his body and it's different parts (legs, arms etc.). This is a basic attribute used in many situations.
Balance 
Balance is the attribute that decides how firm a footballer can stand or land on his feet mainly while interacting with a ball that reaches him at a height that is above his waist.
Jumping Jumping is the attribute that decides how good a footballer is at getting up into the air. A good jumper of course have benefits when fighting for or interacting with a ball in the air.
Speed Speed is the most important attribute when deciding how much a footballer can move each turn.
Stamina Stamina is the attribute that decides how much condition a footballer loose when moving during a turn.
Strength 
Strength is the amount of physical strength that a footballer possess. I high level of Strength gives the footballer an advantage when facing weaker opponents in physical encounters.

Technical 

Ball Control
Ball Control is how well a footballer can handle the ball with his feet. It is a basic attribute that comes into play in many situations.
Blocking 
Blocking attribute decides how good a footballer is at “making himself as big as possible” and thereby hindering a ball from reaching it's target, when it is being passed or shot.
Curving 
Curving is an attribute that is related to how well a footballer can hit the ball (passing or shooting) “around” his opponents. A good “curver” has a bigger chance of making a pass or shot that is difficult to intercept or stop by his opponents. This attribute is especially important when performing crosses.
Dribble 
Dribbling is the main attribute that decides how well the footballer can move his body and the ball to avoid that his opponents can take the ball from him during a move
High Passing 
High Passing attribute is the main influence for how accurately a footballer can pass the ball when performing a high pass.
Low Passing
Low Passing attribute is the main influence for how accurately a footballer can pass the ball when performing a low pass.
One touch 
One touch is an attribute that increases chances of performing a good direct pass (with foot or head). A footballer that is highly skilled in the art of one touch play can perform direct passes just as good as he would have been able to do if he had received the ball first. This is a passing skill that is typical for a play-maker type of footballer where direct passes is a big advantage.
Edit: We have made a change that also includes the One Touch attribute to some extent with regards to Direct Actions for Goal.

Tackling 
Tackling is the attribute is a main decider for how well a footballer can take the ball from a footballer during a move. A good tackler also suffers a lower risk of causing a foul when trying to tackle.

Mental 

Anticipation 
Anticipation is how well a footballer can predict where a ball is going to land. It is a basic skill useful in many situations related to receiving and performing direct actions.
Defensive Positioning
Defensive Positioning skill is how well a footballer can position himself in relation to his opponents when being in a defensive situation. It increases his chances of winning physical encounters due to having positioned his body “more cleverly” than an opponent who is not a good position player.
Fearlessness
Fearlessness is the attribute that decides how much fear a footballer experience during physical encounters. If a footballer feels a high degree of fear it will hinder him from performing well in these situations.
Scoring Positioning 
Scoring Positioning skill is how well a footballer can position himself in relation to his opponents when being in an offensive situation. It increases his chances of winning physical encounters due to having positioned his body “more cleverly” than an opponent who is not a good position player.
Vision
Vision is a general skill that improves a footballers passing ability and accuracy. A high level of vision gives the footballer a bigger possibility to perform passes that is difficult for the opposition to intercept.

Finishing 

Heading 
Heading is an attribute that is related to how well a footballer can hit the ball (passing or shooting) with his head. It will have an impact on his accuracy as well as his ability to perform a pass or shot (with head) that is difficult to intercept or stop by his opponents
Shooting Accuracy 
Shooting Accuracy is the footballers ability to hit where he is aiming when taking a shot
Shooting Strength 
Shooting Strength is how hard a footballer can hit the ball when taking a shot (without loosing any accuracy). A footballer with a strong shot will be able to perform more shots that are difficult for the opposing keeper or player to stop.

Keeper 

Aerial Ability
Aerial Ability decides a goalkeepers ability to handle situations where he has to fight for and intercept a ball at position where the ball is in the air.
Handling 
Handling is the skill that decides how well a keeper handles the ball with his hands.
Keeper Positioning 
Keeper Position skill is how well a goalkeeper can position his body in order to have the most advantageous position for performing any of his keeper actions.
Passing with Hands 
Passing with hands is the attribute that decides how well a goalkeeper can pass a ball using his hands.
Reflexes 
Reflexes is the skill that decides how quickly a goalkeeper can react when trying to save a shot.

It is important to understand that many of the ”non-keeper attributes” are also used by goalkeepers in their specific actions. So becoming a good goalkeeper is not only to train your keeper attributes. The keeper attributes (just like the "outfield attributes") will almost in every action be combined with one or more of the other attributes which are not keeper specific attributes. 

To make it easier for goalkeepers to avoid training skills that are not used for keeper specific actions without knowing if the skill is useful for that or not we have now decided to list all the "outfield attributes" that are used in at least on keeper specifik action. The keeper specific actions we refer to are: Pass with hands low, pass with hands high, punch, save, tackle with hands, fight for the ball high, fight for the ball low, receive ball low and receive ball high. The attribute list below are not telling anything about how much they are used or when they are used. I only says it is used at least in one of these keeper specific actions. Here comes the attribute list, in alphabetic order, of the "outfield skills" that are used in at least one keeper specific action:

Acceleration
Agility
Anticipation
Balance
Fearlessness
Jumping
One touch
Strength
Vision

Promotion / Relegation System, by FIDHeadGM

13.06.2012 12:23

Promotion / Relegation System

The aim of this system is to act as a short-term solution, that we hope will eventually lead to FIDA's taking on more responsibility in this area, defining the 'active' leagues in their country, and becoming more actively involved in the whole promotion/relegation process. 

There are two parts to the promotion/relegation system. If you're interested in reading about how everything works (I suggest reading it through at least twice), you can do so here

Alternatively, if you're simply interested in how it affects you at the end of the season, you can check the bottom couple of posts.

FAQs

If you have any questions regarding the promotion/relegation system, please see below whether your question has been answered. If not, please email fidheadGM@communisport.com, and I will endeavour to respond to your query as soon as possible.

 

The Pyramid Link


A maximum of 3 leagues form a ‘Pyramid Link’. This consists of 1 parent league, and 2 child leagues. A few examples of ‘Pyramid Links’ are displayed below:



League Statuses

Every league will be given a status at the start of a season. In the future, when they become official, we hope that FIDA’s will become more involved in the promotion/relegation system within their own country, and be responsible for determining the status for each league within their country. Until then, the league statuses will be set by the Game Master team.

There are 3 statuses:



What is an Active League?

a) A league which has 100% of teams that do contain, or have contained human-controlled players. 
OR
b) A league which has been running for a minimum of 2 full seasons (not including the current season).

What is a Partially Active League?

a) A league which does not contain 100% of teams that do contain, or have contained human-controlled players.
AND
b) A league which has not been running for a minimum of 2 full seasons (not including the current season).

What is an Inactive League?

a) A league which has been formed during the season, and will not have completed a full season when it ends.

League Statuses

You can view the League Statuses for the current season below this post.

Promotion Types

There are 3 promotion types:



When does a Full Promotion occur?

A full promotion occurs when there is a fully active pyramid link (see below).



When does a Partial Promotion occur?

A partial promotion exists when:
A) An active child league exists, but there is no 2nd child league.
B) A partially active child league exists, and there is no 2nd child league.
C) There is one active, and one partially active child league.
D) There is one active, and one inactive child league.
E) There is one partially active, and one inactive child league.



Partial Promotion 'A'

3A represents the Parent League in the Pyramid Link.
4A represents the 1st Active Child League in the Pyramid Link.


Partial Promotion 'B'

3A represents the Parent League in the Pyramid Link.
4A represents the 1st Partially Active Child League in the Pyramid Link.


Partial Promotion 'C'

3A represents the Parent League in the Pyramid Link.
4A represents the 1st Active Child League in the Pyramid Link.
4B represents the 2nd Partially Active Child League in the Pyramid Link.


Partial Promotion 'D'

3A represents the Parent League in the Pyramid Link.
4A represents the 1st Active Child League in the Pyramid Link.
4B represents the 2nd Inactive Child League in the Pyramid Link.


Partial Promotion 'E'

3A represents the Parent League in the Pyramid Link.
4A represents the 1st Partially Active Child League in the Pyramid Link.
4B represents the 2nd Inactive Child League in the Pyramid Link.


Partial Promotion 'F' (New case that has showed this season)

3A represents the Parent League in the Pyramid Link.
4A represents the 1st Partially Active Child League in the Pyramid Link.
4B represents the 2nd Partially Active Child League in the Pyramid Link.

"11th in 3A" vs "1st in 4B".
"12th in 3A" vs "1st in 4A".

When does No Promotion occur?

No Promotion occurs when there is only an active parent league (see below).



Promotion Refusal

Where a team in a child league refuses a promotion opportunity, the opportunity will be passed down the league to the next available human controlled team, regardless of activity, with the exception of teams already involved in a relegation play-off. Only teams involved in the promotion/relegation play-offs will be promoted or relegated. We will not promote/relegate teams under any other circumstance.

Cheating Exceptions
If cheating creates a situation where a team, that is not the cheating team itself, may end up in an unfair situation regarding the promotions/relegations then the Admins may create a unique solution to solve that specific problem. The cheating must be verified and very clear for this rule to apply.

Play-Off Match Times/Days

Play-Off match times/days will occur at the normal time/day for the league in which the teams involved in the play-off are attempting to promote into / stay in. For example:

Team 1A v Team 2A = League 1A Normal Time/Day (both teams aiming to reach/stay in 1A)
Team 2A v Team 2B = League 1A Normal Time/Day (both teams aiming to reach/stay in 1A)
Team 2B v Team 3C = League 2B Normal Time/Day (both teams aiming to reach/stay in 2B)
etc.

 

https://forum.footballidentity.com/default.aspx?g=posts&m=1259285#post1259285

Herramientas útiles para jugar al FID

07.05.2012 11:35

 

FIDPLUS
Extensión para Chrome/Firefox que agrega funcionalidades.
 
- - -
RAIDCALL
 
Software de voz gratis, no requiere servidores, bajo consumo.
 
- - -
TEAMSPEAK
 
Software de voz.
 
- - -
THIS11
 
Herramienta para dibujar y luego compartir dibujos tácticos en foros o cualquier página.
 
- - -
FORMACIONES FID POR FITORRO
 
Otra herramienta para hacer dibujos tácticos y compartirlos. El dibujo del campo es el mismo del ME de FID.
 
- - -
FIDBAR
 
Este sitio te crea una firma para usar en el foro. Hay que escribir el link del personaje (futbolista o manager) y su nombre, le indicás si querés que use la foto del personaje y te arma el código que hay que poner en la firma.
 
Además la firma se actualiza con tus datos de rating, performance, condición y otras cosas.
 
- - -
CHATZY
 
Sitio que permite hacer rápidamente salas de chat privadas, funciona con browser o desde dispositivos móviles. Es útil para como reemplazo del vestuario de FID que funciona bastante mal.
 
- - -
DABBLEBOARD
 
Pizarra compartida. Se pueden mostrar imagenes y hacer dibujos, tiene una ventana de chat para que los usuarios conectados puedan hablar.
 
- - -
TWIDDLA
 
Pizarra compartida. Pizarra compartida. Se pueden mostrar imagenes y hacer dibujos, tiene una ventana de chat para que los usuarios conectados puedan hablar. No requiere crearse una cuenta pero el link de sesión es público.
 
- - -
VYEW
 
Meeting rooms. Gratis pero con máximo de 10 usuarios compartiendo y publicidad.
 
- - -
SITIOS PARA HACER CAMISETAS

Primer blog

04.05.2012 20:15

Hoy hemos lanzado nuestro nuevo blog. ¡Sigue atento! Te mantendremos informado. Puedes leer los nuevos mensajes de este blog a través del feed RSS.

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