User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Give Users and/or Coaches SAs
Page:
 
Galithor
offline
Link
 
Yeah. I don't disagree that there's some merit to having more systems or making coaching positions more interesting.

You've got to be very careful about how you do it though.
Edited by Galithor on Jan 31, 2015 10:37:29
 
klocc1
offline
Link
 
You would have a group of the best of the best head to rookie, then proceed to crush everybody in their path, even easier than if it were to happen now with the SA's. That train would roll for a few seasons, and possibly all the way, with the extra help from the SA's. Essentially as mentioned earlier in this thread, it would make the best, better than they already are.
 
aMaizenBlue
offline
Link
 
i like the idea but like most think it would be hard to integrate that into the game. It would be hard but if they took the time to really come up with ideas and how to incorporate it, it could be do able. I think it would have to be something a little less than +10 for all oline, it would maybe need to be like +5-10 or something to one specific line group like offensive tackles or guards. The problem with this though is what about the people who coordinate their whole team or have only 1 coach?

I like the idea a lot but it would have to be went over thorough to figure out how to add this but keep a level playing field for all which seems like it could be a problem.
 
Makntak
Earth Rocker
offline
Link
 
Originally posted by SunDevil03
You lost them at "huge undertaking".

I love the idea though.




This. I totally agree with Lokiness, and the idea that internet people will be internet people and if there is any advantage to be gained from it, it will be exploited and abused.

But if it were just a game within the game where all that was at stake was your individual ranking as a 'Coach' then you can opt in or out as you please, because ultimately it doesn't effect the sim at all, but it is another way to play.

So bear with me while I try to explain
Essentially, you would have slots for coaches for each unit of the team. O-Line Coach, Receiving Coach, D-Line Coach, LB Coach, etc.
All that happens is, should you take a 'position', you earn the accumulated stats of that unit, factored into a 'Rating'

I think the simplest way to imagine it is from the casual user's point of view.
"So I've built a mean Joe. I've signed him to a CPU team. He's a Guard.
I'm going to opt into playing an O-Line coach too. So I earn the accumulated stats of this CPU team's O-Line with my mean Joe in it."
Essentially, you're opting into your own game with your own builds - relative to the userbase - to earn a coaching rating

You never know - they might build a whole O-Line to play with in the CPU (D) Leagues. "I'll actually earn my ranking, because I like ranking games and stats and all that". It's just another way to play.

Human Owners can opt to be public or private/invite only or just opt out. If you're public, any fool can become your 'whatever' unit's coach, but it doesn't actually interfere with anything in any way, other than their game. "Hey I lucked out, Air Raid had an opening for WR Coach and I saw it first".

As the owner I can have 0 cares for all of this, or I can play - I can be the coach for my whole team if I like.

It goes on. The best will always be the best, that's online gaming and there are ways I can think of to play this game-within-the-game idea hardcore. I mean, we all love bragging rights, right?

But now I'm back from cloud-cuckoo land and enjoying the view over Notgoingtohappenton, I can't even imagine the complexity of coding, it's beyond the scope of my comprehension.

I love the idea
Edited by Makntak on Feb 2, 2015 04:18:26
Edited by Makntak on Feb 2, 2015 04:15:21
 
SikoraP13 DTD
offline
Link
 
I think it's an interesting idea, but I think there's a lot simpler and more elegant way to do this. Forgive me for the long read.

The basic idea is to have each Coach/Asst Coach have specializations for each team. This will aid in the development of a team identity, but also allow it to be changed as needed and does not necessarily tie a user to a particular play style. There will also be a decay factor to keep a team from just building bonuses and just staying the best as well as a reset of the bonuses on team reset (to prevent ruining rookie).

Coordinator specializations will be chosen at the beginning of a season and will be locked in.

Offensive Coordinator style specializations could include (max 6 points/season):

Power Rushing Offense: Power Rushing increases the Power Running, Balance, and Carrying Awareness stats by 2%/4%/6% for all HBs/FBs and increases the Run Block Technique for all positions by 3%/5%/7%. All Power Running rolls within 10 yards are guaranteed to be at least 5%/7.5%/10% of max.

Elusive Rushing Offense: Elusive Rushing increases the Elusive Running, Quickness, and Carrying Awareness, stats by 2%/4%/6% for all HBs/FBs and increases the Run Block Technique for all positions by 3%/5%/7%. All Elusive Running rolls within 10 yards are guaranteed to be at least 5%/7.5%/10% of max.

West Coast Offense: West Coast increases the Catch in Traffic, Receiving Awareness, and Receiving Grip of all eligible receivers by 2%/4%/6% and increases Pass Block Technique for all positions by 3%/5%/7%. All penalties for jumping/diving catches are reduced by 5%/7.5%/10% for passes under 10 yards.

Vertical Offense: Vertical increases the Receiving Hands, Receiving Awareness, and Route Technique of all eligible receivers by 2%/4%/6% and increases Pass Block Technique for all positions by 3%/5%/7%. All penalties for jumping/diving catches are reduced by 5%/7.5%/10% for passes longer than 10 yards.

Balanced Offense: Balanced Offense increases the Elusive Running, Power Running, Carrying Awareness stats of all rushers by 1%/2%/3% and increases the Run Block Technique and Pass Block Technique for all positions be 1%/2%/3%. All power and elusive running rolls are guaranteed to be 3%/5%/7% of max. It also increases the catch in traffic, route technique, and receiving awareness of all eligible receivers by 1%/2%/3% and reduces all penalties for jumping/diving catches by 2%/4%/6%.

Assistant OC specializations could include (Up to 3 points/season):

OL Coach: Grants 1%/3%/5% bonuses to one of the following traits for the next game (to be assigned before each game) to all OL: Run Block Technique, Run Block Power, Pass Block Technique, Pass Block Power

WR/TE Coach: Grants 1%/3%/5% bonuses to one of the following traits for the next game (to be assigned before each game) to all WR/TE: Route Technique, Route Elusiveness, Receiving Hands, Catch In Traffic, Run Block Technique

QB Coach: Grants 1%/3%/5% bonuses to one of the following traits for the next game (to be assigned before each game) to all QBs: Pocket Awareness, Pass Awareness, Pass Consistency

RB Coach: Grants 1%/3%/5% bonuses to one of the following traits for the next game (to be assigned before each game) to all HBs/FBs: Carrying Grip, Carrying Awareness, Route Technique, Receiving Awareness, Run Block Technique, Pass Block Technique.

Conditioning Coach: Grants 3%/5%/7% bonuses to one of the following traits for the next game (to be assigned before each game) to all offensive players: Conditioning, Toughness, Heart


Defensive Coordinator style specializations could include (max 6 points/season):

Man Defense Specialist: Man Defense increases the Man Awareness, Coverage Technique, and Deflecting stats by 2%/4%/6% for all CBs/Safeties/LBs. Reduces the likelihood of defenders being fooled by pump fakes by 2.5%/5%/7.5%. Guarantees all deflection rolls for players in man coverage are at least 5%/7.5%/10% of max.

Zone Defense Specialist: Zone Defense increases the Zone Awareness, Coverage Technique, and Deflecting stats by 2%/4%/6% for all CBs/Safeties/LBs. Reduces the likelihood of defenders being fooled by head fakes by 2.5%/5%/7.5%. Guarantees all deflection rolls for players in zone coverage are at least 5%/7.5%/10% of max.

Turnover Creation Specialist: Turnover Creation increases the Interception, Power Tackling, and Strip Technique by 2%/4%/6% for all players on defense. Guarantees all strip technique and interception rolls are at least 5%/7.5%/10% of max.

Wrap Up Specialist: Wrap Up increases the Tackling Technique, Power Tackling, and Tackling grip by 3%/5%/7% for all players on defense. All tackling rolls are guaranteed to be at least 5%/7.5%/10% of max.

Pass Rush Specialist: Pass Rush increases the Pass Rush Technique, Pass Rush Power, and Blitz Awareness by 3%/5%/7% for all players on defense. All pass rushing power and pass rushing technique rolls are guaranteed to be at least 5%/7.5%/10% of max.

Run Stop Specialist: Run Stop increases the Break Run Block, Hold Ground, and Pursuit by 3%/5%/7% for all players on defense. Push strength of all opposing blockers is reduced by 5%/7.5%/10%.

Balanced Defense: Balanced Defense increases the Break Run Block, Pass Rush Technique, Man Awareness, Zone Awareness, Coverage Technique, Blitz Awareness, and Pursuit by 1%/3%/5% for all players on defense. All pass rushing rolls are guaranteed to be at least 1%/3%/5% of max. Push strength of all opposing blockers is reduced by 1%/3%/5%. Reduces the likelihood of being fooled by pump fakes or head fakes by 1%/3%/5% and guarantees all deflection rolls are at least 1%/3%/5% of max.

Assistant DC specializations could include (Up to 3 points/season):

DL Coach: Grants 1%/3%/5% bonuses to one of the following traits for the next game (to be assigned before each game) to all DL: Pass Rush Technique, Pass Rush Power, Break Run Block, Hold Ground

LB Coach: Grants 1%/3%/5% bonuses to one of the following traits for the next game (to be assigned before each game) to all LB: Man Awareness, Zone Awareness, Pass Rush Technique, Pass Rush Power, Tackling Technique, Break Run Block, Hold Ground

Secondary Coach: Grants 1%/3%/5% bonuses to one of the following traits for the next game (to be assigned before each game) to all CBs/FS/SS: Man Awareness, Zone Awareness, Deflecting, Intercepting, Pass Rush Technique, Tackling Technique, Break Run Block

Conditioning Coach: Grants 3%/5%/7% bonuses to one of the following traits for the next game (to be assigned before each game) to all defensive players: Conditioning, Toughness, Heart


All coaches would have 1 point guaranteed. Coordinators would gain points based on the # of playoff games they and their team had won over the past 3 seasons, with diminishing returns. Asst Coordinators would gain points as shown. All points for coordinators are lost for that team on team reset.

1st point: Guaranteed (1st Asst Coordinator Point)
2nd Point: 1 playoff win
3rd point: 2 playoff wins (2nd Asst Coordinator Point)
4th point: 4 playoff wins
5th point: 6 playoff wins (3rd Asst Coordinator Point)
6th point: 8 playoff wins


This system encourages coaching continuity, but the bonuses provided are small enough that they are unlikely to be game-breaking while allowing the ability to gain multiple bonuses and be a jack of all trades, or give a more specialized coach feel. It gives coaches benefits for playing well, but only for that particular team (sucks if you end up playing yourself in playoffs ). It also gives Asst. Coords something to actually do, and not just an lolGM.

Thoughts on the general concept (since the #s are likely to be tweaked)?
Edited by SikoraP13 DTD on Feb 2, 2015 06:50:20
Edited by SikoraP13 DTD on Feb 2, 2015 06:48:26
Edited by SikoraP13 DTD on Feb 2, 2015 06:40:45
 
Link
 
Originally posted by Makntak



But if it were just a game within the game where all that was at stake was your individual ranking as a 'Coach' then you can opt in or out as you please, because ultimately it doesn't effect the sim at all, but it is another way to play.


This is pretty much what I was going for....except it would have a slight effect on the sim due to the SAs or bumps in skills it would give to the players. Each agent wouldn't have to be a coach. If they wanted to coach...great. If they just wanted to make players...great. But it would add another dimension to building a solid teaam.
 
Link
 
You could even make it similar to superstar points. Get X amount of exp for coaching X amount of games on offense, defense, ST and they you can unlock certain offense, defense, ST SAs. Or you can get more granular and if you call X amount of zone plays or man plays you get Zone or Man exp to unlock zone or man specific SAs. All kinds of possibilities. I like the more granular approach because most coaches are very skilled in particular types of schemes.

And to get around LOLCoaching multiple teams for more exp, an agent can only accumulate exp from one coaching position per season. I guess he would choose which one before the season started with a check box.
Edited by Galactic Empire on Feb 2, 2015 11:58:28
Edited by Galactic Empire on Feb 2, 2015 11:58:05
Edited by Galactic Empire on Feb 2, 2015 11:56:59
 
Galithor
offline
Link
 
Also worth pointing out. Doing something like this isn't going to make the single-phase offense issue less of an issue.

If I've got a coach that is giving me bonuses for throwing deep passes, I'm not going to be any closer to running dive plays than I am now with Air Raid.
 
Lokiness
offline
Link
 
That's another one of the big issues : pushing teams even more toward pure pass or pure run.

And the only way to prevent that while implementing such a feature would be to only give a bonus for "neutral" skills (like physical or mental skills) to offense, which wouldn't be very interesting.
 
Link
 
Originally posted by Galithor
Also worth pointing out. Doing something like this isn't going to make the single-phase offense issue less of an issue.

If I've got a coach that is giving me bonuses for throwing deep passes, I'm not going to be any closer to running dive plays than I am now with Air Raid.


This had nothing to do with that issue. It is just another aspect of the game that could be cool.
Edited by Galactic Empire on Feb 2, 2015 16:11:37
 
Page:
 


You are not logged in. Please log in if you want to post a reply.