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Forum > Suggestions > Epic Suggestions > Pending Player Retirements…
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Norsemanvike
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Here are my thoughts on this whole thing. Many of us would like our players to become immortal and be “super players,” but that just isn’t a reality. They have to retire at some point. The average NFL player who has had reasonable success outside of special teams, play somewhere between 10-15 years. So, I suggest that players have the option of retiring and being converted into a position coach for the position that they were in.

The coaches would work much in the same as players do regarding having attributes, boosting, leveling up, moral, restricted to certain leagues due to caps, earning a salary from the team, etc. The quality of the player’s build would have a major influence on his initial qualities of a coach (rolling not an option). Some skill points can made available to apply immediately. Why can’t we roll for new coaching attributes? Because you’ve had years to develop the aspects that will be important to the player as a coach. The specifics of the attributes and the coaches “bars” would be up for discussion, but you get the general idea.

C/G/OT –> converts to offensive line
WR –> converts to WR coach
TE –> converts to either offensive line or WR.
QB -> converts to QB coach
DT -> converts to defensive line coach
DE -> converts to defensive line or linebacker coach
LB -> converts to linebacker or defensive line coach
CB/FS -> converts to DB coach
SS -> converts to LB or DB coach.

Players retiring prior to the 10 year mark will not qualify t0 retire as coaches.

Player retirement options:

1) After the 10 year mark, a player can retire immediately and recover XX% of flex points and move along and create another player, just as we have the option to do now.

2) The player can opt to retire and convert into a position coach. Less % of flex points are recovered to cover the cost of creating the new coach They would be a low level snot nosed rookie coach and need to start from the ground up.

3) Extend the career of your player by 1 – 5 years. Each season, his skills begin to diminish, declining more rapidly after each consecutive season after the 10th. This would introduce the aspect of not knowing just how good the aged players really are past 10 seasons since the quality of the player is now even more deceptive (we all know that there are crap L35+ players out there somewhere). So a team with all 70ish + leveled veterans could be beaten by team of 50ish + players still in their prime. Each year the player plays, less XX% of flex is recovered, but if the player is converted into a position coach after 15 seasons as a player, he won’t be a snot nosed rookie coach, but still be below “average.”

4) When a players complete their 15th season, they’re automatically released from teams, are unable to sign with clubs, and cannot have market place ads. They can’t get paid, train or spend money. A choice simply has to be made.

So, we have these new coaches, now what?

1) These new coaches can have an effect on the unit’s chemistry or cohesion, good – OR – bad depending on the build quality of the coach. Things like motivation, influence, ect. take effect.

2) GMs with the right authority can sign and release coaches, but only owners can promote coaches to “coordinator assistants” to the offense or defense respectively.

3) A coach’s capability should have an effect on fan support, i.e. a popular coach being promoted shows a boost in fan support.

4) A team can only carry a maximum of two coaches per position, but only 1 offensive or defensive assistant. The capability of the “assistant” coach, has an influence of increasing the team’s running or passing capability on offense or defense. So, if a team is horribly lacking in pass defense, they can hire an outside assistant that’s very good with the passing game to help bolster it without having to promote from within – but the other coaches would take a hit in moral and motivation.

5) The life of these coaches could be extended 20-30 seasons and after X # of seasons.

6) A coaches capability does not decline, but gets harder and harder to keep increasing.

7) The coach is forced to retire with very minimal return on flex points, i.e. the original flex points to create the player that he was based on. So if you create a player and boost him to the max and use him for the absolute maximum available, he’s essentially an old broken down man/woman and you’re left with just the original flex points used to create him.

8) A coach can be retired early to recover XX% of flex points.
Folks, that’s like 3 real life years of using the same player. Don’t tell me you didn’t get your money’s worth out of all that.

Now, we just have to figure out how to get this incorporated into a Hall of Fame, jersey retirements, team ring of fames, ect.

Those are my thoughts, what’s yours?
 
SportsFrk
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Full of win IMO
+1
Reminds me of Madden when I was doing a franchise and Bobby Engram became a WR coach.
 
Painmaker
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Can I make Brad Childress?

 
DevilDogJAL
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I like the idea of letting retired players do something. Eventually, I'd like to see a team's staff greatly broadened, and player coaches is how it could happen.

Come up with a completely different skill set for RPCs (retired player-coaches). You could even have separate Special Ability trees for the coaches, which would work much like the current ones do. For example, if your team has mostly speed receivers, then you wouldn't want to hire a WR RPC who has special abilities in the possession receiver coaching tree. If that's too narrow, it could be broadened, of course. Perhaps an SA tree for different coach traits...Motivator, Fundamentalist, etc...

How good the RPC's stats are can have an effect on fan support, like you said, but it could also have a deeper effect, such as on team chemistry, morale, and overall play.

I think another cool thing to do would be to have the position coaches for each part of the team decide what he wants his team to work on. This would be kind of like training, but separate from training. Individual players would still choose what skills they wanted to train, but RPCs would have a separate set of training options for their group as a whole. For example, if a defensive line coach wanted his line to get stronger, he could choose a group workout for strength, which would give the defensive line a small boost. This could be permanent, or just game-by game.

Something similar could be done for coordinators. An offensive coordinator could choose one thing he wanted slightly boosted for the next game (receiver play, line play, running game, etc...). Same thing for the defensive coordinator--coverage boost, blitz boost, etc...
 
Norsemanvike
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Originally posted by Painmaker
Can I make Brad Childress?



Painmaker, you know where that comment can go.
 
AD_SoDope
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Originally posted by Painmaker
Can I make Brad Childress?



http://www.forumammo.com/cpg/albums/userpics/10071/picard-no-facepalm.jpg
 
kretchfoop
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You can work off of this. Some of the names are lame as hell, but it is 2:30 AM here. Feel free to rip it apart.

Player-specific skills

Motivator - You are able to transfer your passion for the game into your players. This ability pumps up the players at the respective position before a game and at halftime. Slight boost to confidence before a game and the amelioration of lowered morale at halftime.

Training guru - You are adept at developing well-founded training routines. This ability increases the gains of training all physical attributes at their respective positions.

Drill sergeant - You only tolerate the perfect execution of the skills that differentiate a rookie and a veteran. This ability increases the gains of training all football skills for players at their respective positions.

Dig deep - You push your players to the limits every chance you get. As a result, this ability will allow your players to dig deeper when they are tired and make those big plays when you need them the most.

Fundamentalist - You only tolerate perfect execution of your scripted plays and sound decision making. This ability prepares the players at the respective position before a game. Slight boost to vision for each game (decision making).

Team-specific skills (these would only be incorporated into the functioning of the organization if you were a coordinator or head coach)

Public speaker - increases fan support after a big win and lessens it after a tough loss. Great for press conferences and interviews.

Team builder - boosts team chemistry by a fraction every day.

2-minute drill - boosts team or defensive/offensive performance during the last 2 minutes of a half.

Play caller - this improves the likelihood of disguising your blitz or setting up the play action pass and fooling your opponent.

Leadership - this is the most generic, but potentially most important skill a coach can have. This skill gives a lesser, but real bonus to all of the position-specific skills of the coaches that work for you.

SAs (these would only be incorporated into the functioning of the organization if you were a coordinator or head coach)

Esentially, these would actually open up future plays in the playbook. For example, the wildcat formation would be available in the AI when you put a point into that SA. The higher the level, the more plays open up and the more versatile that formation is. Defensively, you may want to run the 3-5-3. Can't do this without this SA and blitzes will be limited by its level.
Last edited Nov 13, 2008 01:32:25
 
Firenze
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K/P?
 
Saris
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Coaching for retired players has been suggested several times before.

As far as retirement, wasn't the plan already to allow players to decline for 1-5 seasons after season 10 before they retire?

The only novel aspect this system adds is screwing players out of their percentage of flex points returned when they do eventually retire, unless they do it right after season 10... no thanks.
 
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Should be longer than 10 seasons. Why? Granted that NFL players generally retire after 10 seasons or so if they're great, we're not exactly starting off our players at NFL caliber. The D-Leauges is like Pee-Wee, so after six seasons or so you'd just be making it into college... real players have played for up to 12 years before they make it into the NFL.
 
n:iceman:16
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a) Hasn't this been suggested before?
b) Whether it has or not, well done norseman. You should be able to promote past just position coaches too if you have success.
 
kretchfoop
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Originally posted by xXxGRimmJobxXx
Should be longer than 10 seasons. Why? Granted that NFL players generally retire after 10 seasons or so if they're great, we're not exactly starting off our players at NFL caliber. The D-Leauges is like Pee-Wee, so after six seasons or so you'd just be making it into college... real players have played for up to 12 years before they make it into the NFL.


The average career of an NFL player is around 4 seasons. This seems about right.

Originally posted by Iceman16
a) Hasn't this been suggested before?
b) Whether it has or not, well done norseman. You should be able to promote past just position coaches too if you have success.


This is a good way to set it up. Maybe 2 seasons minimum as a position coach. You can then go to a coordinator spot (where the team-specific coaching attributes matter and the SAs are important).
 
Knick
Sknickers
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I like it.
 
tjsexkitten82
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I think the player fame should have an impact on how good of a coach they are. Lawrence Jackson should roll into a fabulous DL coach tbh.
 
kretchfoop
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Originally posted by tjking82
I think the player fame should have an impact on how good of a coach they are. Lawrence Jackson should roll into a fabulous DL coach tbh.


So if a player were to retire...he would get a percentage of his total skill points as modified by his fame rating to build his coaching skills. A solid player without much fame would still be a decent coach. A solid player that was famous would be a better coach.

Just typing out loud here.
 
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