Quote Originally Posted by Der_Ryan_M View Post
Today we got another boost lab event, but it is very different from last seasons and offers some new mechanics.

This time Nordeus is not giving us the expensive youth coaches, but more training boosts, where we can make our drills more effective - or to put into another perspective - save rests when we train our players.
Most interesting are in my opinion stage 3 +70% training effect on players age 26+ and last stage +70% on players over 7 stars. These 2 boosts could be very powerful.

However my prediction with this is, this is not going to sell very well due to it being released mid-season... All the money players or more serious players, myself included, already did all their power training for the current season.
The previous boost lab was then generally more appealing for most people, to prepare their youth for next season.

If this was being released at the beginning of the season it would have huge impacts and would be another major step to push people into spending money. I mean I would think about buying this maybe up to tier 3, if I had some older players to train. The amount of rests you can save when you have to train a lot is probably gigantic.

What do you think about this?
Yes, for experienced managers who have an ageing squad who can make use of the boosts early on in a season to do a final push (so as to make the player from retiring soon to be probably good enough to play until retirement) onto a few to even several key first-teamers, the new boost lab options could indeed be very tempting. On-paper it looks like costing a lot of money, but if used on several key players in week then it could actually mean saving money for some managers who have lots of players tend to be way low on fitness and mental skills after predominantly maintaining their key attacking and defensive skills.

As a freeloader, I definitely would not consider buying any of these; but in general, it is a good option to have for managers who are willing to pay, so Nordeus could make their target revenue to keep the game running at a profit level where TE does not need to look into cutting off the free resources and rewards available to freeloaders.

Week 1 launch of this will cause too much upheaval of team quality increases which may lead to way too much unfair advantage; week 3 is too late to capture the intended audience. Maybe a day 9-10 launch is better balanced.