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Forum > Suggestions > Epic Suggestions > A Real Plan for Converting retired players to Coaches including attributes, special abilities and more
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feedy
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Originally posted by Bort
So, I'm working all this stuff out, getting code written, etc, etc and I realize:

We have nothing for these coaches to spend money on.

Obviously, we want the coach to require the team to pay him. He needs some reason to have a salary.

Do we do training at the same costs as players?
Equipment?

Either/or is easy. It would be interesting to have some other stuff to spend on as well.


Team Sets of EQ, i realize its impractical since EQ already exists but perhaps let him buy access to different tiers of EQ for his players and use it as a multiplier for the EQ we already have. Such as a Coach can spend money to buy higher quality sets of EQ, such as the local brand (1x multiplier - free'(this is what we have now)), to the region brand(1.1x Multiplier - 1 million), then to a national brand (1.2x multiplier - 5 million) and finally worldwide brand (1.3x multiplier - 25 million). This is a lot of money to be invested for what appears to be a minimal gain but, in truth its a lot because assuming your player has level 64 EQ, which is +7 in with a .1 boost it is a .7 attribute gain for 50 players, which is 14 points for the cost of the first 1 million, thats under 100k a piece which is the cost of 32 EQ. So for a coach to upgrade all 4 EQ spots it would cost 124 million, as much as a premier coach would make in 15-20 years which would follow a real life HC life span correctly, allowing them to become a HC by the time their 10 years or so into their coach career which is actually short by RL standards.

FYI: Pete Carroll made 4.4 million a year in COLLEGE as the lead HC, that means in GLB the HC for a World LeagueTeam could ask for 10-15 million a year before playoff bonuses and such.
 
TruBucfan22
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Damn you drifter and your Coaching ideas...
 
Draxius
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Originally posted by TruBucfan22
Damn you drifter and your Coaching ideas...


+1
 
jdbolick
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Originally posted by Mightyhalo
I think everyone should be able to coach myself. I don't understand why it's only for players that are 440 days old.

That is a major problem, as it gives another huge advantage to people who started this game first. Networks of S3 & later agents would have no chance to compete for the seasons it took to get their own coaches. This also sounds like it has a very good chance of horrendously unbalancing the game with the powerful effects being described. Way, way too powerful in my opinion. If you're introducing an entirely new element that a lot of teams won't even have access to, then you're much better off starting with minimal effects and increasing that later on if you feel that they're balanced and working properly.
 
Snarky
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Players shouldn't decline in attributes then since i believe people will want to become coaches
 
Robbnva
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can we get a poll to see if GLB even wants coaches?
 
DTRAIN
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Edited by DTRAIN on Sep 8, 2009 14:22:22
 
NickRector
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Originally posted by Bort
So, I'm working all this stuff out, getting code written, etc, etc and I realize:

We have nothing for these coaches to spend money on.

Obviously, we want the coach to require the team to pay him. He needs some reason to have a salary.

Do we do training at the same costs as players?
Equipment?

Either/or is easy. It would be interesting to have some other stuff to spend on as well.


Maybe coaches can pay for squad or team events? Some events would have small positive to a team, like maybe team dinner would boost moral and/or chemistry. Then could have events that boost something a lot for a team but decreases something else. Coach forces extra practice, so physical skills get extra but team moral and energy goes down some?



Should maybe also have a tendency to be buddy with players then they like the coach more and have higher moral but go out and commit crimes and so there is a chance a player gets suspended, while you have strict coaches who don't have any players get in trouble but moral isn't as high.
 
Ken1
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Originally posted by Robbnva
can we get a poll to see if GLB even wants coaches?


We did and, while most want more time for input, they do.
 
aanndd
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FUCK YOU DRIFTER and your goddamned Coaching ideas

 
DTRAIN
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Originally posted by Bort


Dude, quit being so serious for a minute and have some frickin levity in your life. The "great customer service" comment is old, tired, and doesn't apply. I'm not going to have people spread lies and rumors about my motives. I don't really care about the money aspect. If I did, there'd be a lot more things to buy in the game, there'd be ads with additional pages to click through to create more views, etc. I honestly think the ideas I have come up with will add some fun to the game. That is my motivation, and has been all along: make a fun game that people might want to play. I'm not some money grubbing fat cat sitting in a mansion watching my servants wash my Porche. The same old BS about being greedy ticks me off to no end, and makes me think of tinfoil hat wackos.


this is awesome news peeps. BORT DOESNT CARE ABOUT THE MONEY. awesome BORT!! im sure that the population will agree on this also. so we can expect not to need to use flex pts a 2nd time on the same player after we retire him. sweet!!! 1 concern down. now let move on to the other concerns.....
Edited by DTRAIN on Sep 11, 2009 00:07:29
 
tragula
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My take on coaches (hope it will be read)

What there are good for ?
1) Getting something fresh into the game, generating excitement,
2) Money to the site - No money no expansion, no expansion o better sim. Bort is wrong on this one, money is important.
3) Allowing vet players to stick with their team after retirement (without being outsiders)

What I dislike about them
1) It take the game a step away from football realism. In the current sim I play the coach, I nerf the opponents by scouting and gamplanning, no need for "magic dust".
2) Builds in the sim are getting crazier. You can easily find CB/WR who can run a 40 yds dash twice as fast a good pro level OL. If you check the latest NFL combne a OL run teh 40 yds between 5-5.60 second. That means that GLB WRs can run the 40 in less than 3 seconds. The VAs and AEQ are contributing to generate mutant players instant of dot mimicking real players. The coaching class just help increase that tendency. Football realism is very important imo
3) They give more benefits to vet players.A user just enetring the game will have even harder time getting GLB addicted . He need to spend 1.5 month in D-league then find some crappy teams for a few more season where most agents only care about getting their XP and cash. When the game get complicated and a player lifetime gets longer the new players gets further away from the fun.
Who knows there may evolve farm teams for coaching, creating builds that their entire purpose is to generate the ultimate coach.

Suggestion
Keep the coaching class as minimal as possible. Limiting what they can effect on the game. The aim should be for a coaching class that is more a symbol of stature and less a critical part of the competition.
To allow that the FP cost should be considered. I hate paying FP for something that doesn't do much. However I would be willing to pay with my retirement refund (may need to work the numbers according to position)
1 season coach - refund reduced to 60%
2 season coach - refund reduced to 50%
3 season coach - refund reduced to 40%
and so on.
It is the same from the accounting point of view, but very different from the customer side.

 
Jeaherve
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Originally posted by drifter
This is beyond big so settle in. I am proposing a mostly fleshed out method of implementing coaching as a "position" in the game for retired players.

When a player retires, provided he is at least Season 15 or later, he will be given the option to become a Coach for an expenditure of 300 Flex points. This means that we have 13 seasons (1.5 years) to develop and code it into the game.

Here we go:

Attributes

The player will be presented with the below Coaching Attributes. Certain Special Abilities from their past, will give them additional bonuses in certain areas of the coaching attributes.

The attributes break down as follows:

Strategy Attributes:
Offensive Strategy -
Defensive Strategy –
Special Teams Strategy
Film Analysis -
Innovation
Game Day Ability

Coaching Attributes:
Coaching
Training
Motivation
Intimidation
Likeability

Let’s break those down:

Offensive Strategy – This gives a boost to offensive performance. This will range from 13-16 pts at generation for former offensive players and 8-12 pts for former defensive players and they will be directly, inversely related and generated randomly. IE a # of 16 on offence means a number of 8 on Defense. There will be no re-rolls in this period. I strongly feel there needs to be some random element involved here at this stage of player development to encourage diversification of coaching.
Defensive Strategy – This gives a boost to defensive performance. As above, this will range from 13-16 pts at generation for former defensive players and 8-12 pts for former offensive players and they will be directly, inversely related.
Special Teams Strategy – This gives a boost to Special Teams Performance. It begins at 12 unless a player is a kicker in which case it will begin at 18 and the Ostrategy and Dstrategy will each begin at 12.
Film Analysis – This gives a boost to Scouting (described in detail later). This stat is inversely tied to Innovation and will range between 8 and 16
Innovation – Increases the chance of negating the effects of Scouting . Inversely related to film analysis with a range between 8 and 16
Game Day Ability – Bonus to 2nd half performance in close games and Overtime performance. Will begin at 12.

Coaching – Greater gain to players’ football skills training. Inverse relationship with Training with the initial number being between 6 and 14 In addition a player will get an additional amount of points equal to their total football skills divided by 100.
Training – Greater gain to players’ physical skills training and reduces the chance of injury. Inverse relationship with Coaching with the initial number being between 6 and 14. In addition, a player will get an additional amount of points equal to their physical skills divided by 100.
Motivation – Greater gains to morale & confidence gains, lesser negative impact to losses and increased or decreased in game affect of those factors. No relationship with another attribute. Initial number will begin at 12.
Intimidation - Greater gains to chemistry & confidence gains, lesser negative impact to losses and increased or decreased in game affect of those factors. Inverse relationship with Likeability with the initial number being between 8 and 17.
Likeability - Greater gains to morale & chemistry gains, lesser negative impact to losses and increased or decreased in game affect of those factors. Inverse relationship with Intimidation with the initial number being between 8 and 17.

In addition, Motivation, Intimidation and Likeability all can have bonuses given to them by the players’ 5th special ability on each tree. For every 2 pts in the various SA 5th ability, it translates to 1 bonus pt in one of those 3 categories. This is outside of any inverse relationships. These are meant to be balanced so don’t get hung up on, “I think <X> SA should translate to Intimidation more than Motivation” This breaks down as follows:

DT
Big Sack -Intimidation
Dline General -Motivation
LB
Big Sack -Intimidation
Defence General -Motivation
CB
Closing Speed -Motivation
Shutdown Coverage- Likeability
DE
Monster Hit -Likeability
Big Sack -Intimidation
SS
Monster Hit -Intimidation
Closing Speed -Motivation
FS
Closing Speed -Motivation
Shutdown Coverage- Likeability
QB
Field General -Motivation
Demoralize -Likeability
HB
Spin -Likeability
Dive 4 Yds -Motivation
FB
Pancake- Intimidation
Dive 4 Yds- Motivation
WR
1 Hand Catch- Motivation
Juke -Likeability
TE
Pancake -Intimidation
Lower Shoulder- Likeability
OT
Protect -Likeability
Pancake -Intimidation
OG
Absorb Pain -Motivation
Pancake -Intimidation


Special Abilities

Offensive Players who become coaches get two Offensive SA trees. Defensive player who become coaches get two Defensive SA trees. There is no exception to this rule.

Offensive Trees

Passing Tree – Protection//Vertical//Play Action//West Coast//Genius
Rushing Tree – Blocking Schemes/3rd-4th&short/Play Action/Momentum//Smashmouth

Defensive Trees
Defense Tree – Bend, Don’t Break/ Fired Up /Blitz/ Defensive Stand/Architect
Special Teams – Kicking/Coverage/Returns/Blocking/Iceman

Breaking down the Special Abilities

Passing Tree:

Protection – Provides a boost to all Pass blocking
Vertical – Provides a boost on all “Long” passing plays
Play Action – Provides a Boost to play action plays (hopefully implemented at some point)
West Coast – Provides a Boost on all “short” passing plays
Genius – Provides a boost to all aspects of the passing game

Rushing Tree:

Blocking Schemes – Provides a boost to all run blocking
3rd-4th&short – Provides a boost on all 3rd and 1-2 yards or 4th and 1-2 yard rushing plays
Play Action – Provides a boost to play action plays
Momentum – Each successful rush of 4 yards or more, leads to increased demoralization of defence and morale and stamina boosts for the offence.
Smashmouth – Provides a boost to all aspects of the rushing game

Defense Tree:
Bend, Don’t Break – Increases the chance of a successful tackle after a completion
Fired Up – After 3 and Outs and Turnovers, defenses get a boost to morale and stamina and offences take a hit to same
Blitz – Increases the speed of blitzers and reduces the QBs vision during blitzing plays
Defensive Stand – Increased defensive performance on 3rd and short (1or 2) and all 4th down plays
Architect – Provides a boost to all aspects of the defense

Special Teams:
Kicking – Boost to Kickers and Punters
Coverage – Boost to all Kick coverage teams
Returns – Boost to all Kick Return teams
Blocking – Increases the chance of blocking a kick or punt (hopefully implemented at some point)
Iceman – Decreases the opposing team’s kicker and punter abilities


Coaching Positions

When discussing coaching positions, it’s important to note that when we talk about a head coach or coordinator, defensive or offensive, it is not necessarily the Agent of the coach in this position to be the one making the tactical decisions and gameplanning. If an owner wants to assign someone who does not own any coach be their “out of game” coordinator then that is their call.

Head Coach

Tier II: Offensive Coordinator, Defensive Coordinator, Special Teams Coordinator, Offensive Quality Control, Defensive Quality Control

Positional Coaches: Oline, Backfield (QB,HB,FB), Receivers (WRs, TE), Dline, Linebackers, Secondary


Head Coach:
Everything flows to and from the Head Coach. He is the sum of his own stats and those of his assistants and his assistants draw on his knowledge and experience as well.

Head coaches will have the ability to assign 100 strategic percentage points among their various Tier II coaches. This is the time the coach will spend with each coach. The more time spent, the more of that coaches strategic attributes will aid each coach in his specific area. For instance, if the coach focuses 100% on the Offensive Coordinator 100% of the HCs Offensive Strategy and Innovation coaching attributes will be added to the OC.

If the Head Coach assigns 50% to the OC and 50% to the OQC (see below) 50% of the HCs Offensive Strategy and Innovation will go to the OC and 50% of the HCs Film Analysis will go the OQC.

The Gameday Coach attribute flows in the opposite direction. The Head Coach’s own Gameday Coach attribute dictates the teams second half and Overtime performance and is enhanced by 10% of his Tier II coaches stats and 5% of the Positional Coaches stats for each unit, Offence Defense and Special Teams.

For example, if the HC has a Gameday attribute of 40, the 5 Tier II coaches each have 20 each and the Positional coaches also have 20 each, the effective Game Day attribute will for the Offence will be 40 for the HC + 2 for the OC + 2 for the OQC +1 for the Oline coach +1 for the Backs Coach +1 for the Receivers and TE coach = 47. The Game Day attribute for the Defense will also be 47 (HC + DC + DQC + 3 positional coaches) and the Special Teams Gameday attribute will be 42 (HC + STC)

The Head Coach can also choose to focus his Coaching and Training attributes among his positional coaches. This works similarly to above. The HC will assign 100 percentage points among the positional coaches. The number assigned is equal to the percentage of coaching and training the Head Coach will pass on to each Positional Coach.

Also, as with the above, the 3 personality traits flow upward from the assistant coaches to the Head Coach at the same levels as above only with the reverse effectiveness. 10% of the positional coaches’ motivation, intimidation and likeability flow to the Head Coach’s stats and 5% of the Tier II coaches.

This system means that a Head Coach needs to develop both his strategic and coaching skills to be effective, while a player who lacks the coaching skills may always remain a coordinator and a player who lacks strategic skills may always remain a positional coach. Also, an owner must put together the right combo to maximize effectiveness.


Offensive Coordinator

Offensive Coordinators will assign a % to Run and Pass. The Offensive Coordinator’s Offensive Strategy Attribute determines how much of a boost he gives to that area. This can be increased depending on how the HC has adjusted his focus from week to week.

Defensive Coordinator

Offensive Coordinators will assign a % to Run and Pass. The Offensive Coordinator’s Offensive Strategy Attribute determines how much of a boost he gives to that area. This can be increased depending on how the HC has adjusted his focus from week to week.

Special Teams Coordinator
The ST Coordinator will assign a % to focus on Kicker, Punter, Returns or Coverage. His Special Teams attribute will determine how effective the bonus to that area along with the % assigned. This can be increased depending on how the HC has adjusted his focus from week to week.

Offensive Quality Control (Scouting)

The OQC is responsible for scouting the other team’s Defense. They can choose up to 3 opposing defensive players that they will scout that week. They will then assign 100% pts among those 3 players dictating level of focus on each one. Depending on their Film Analysis Attribute and the level of attention, they will lessen the performance of the players they are focusing on. For ever 5 pts of Film Analysis they possess they will have a potential 1% affect on the other players. Therefore a Scout with 100 pts in Film Analysis and focusing 100% on one player would decrease the scouted players’ attributes between 1 and 20% for that game, determined randomly. If the Scout chose two players and assigned 50% to each, those two players would each be reduced by 1-10% for that game. This is offset by the opposing team’s Defensive Coordinator’s Innovation skill. Innovation reduces the Film Analysis by a direct amount (ie – in the above example, if the opposing Defensive Coordinator has 50 pts in Innovation, the Scout’s effective Film Analysis attribute for the game would be 50. The OQC’s Film Analysis can be increased depending on how much focus his HC has given him that week. Likewise, the opposing team’s Coordinators’ Innovation can be boosted by their HC’s focus.

Defensive Quality Control

Works the same way as the OQC but the DFC chooses up to 3 opposing player’s offensive players and his Film Analysis attribute is offset by the opposing team’s Offensive Coordinator Innovation attribute.

Position Coaches

A Position coach can choose to focus his energies on one member of his squad. That player’s performance will be boosted by an amount dictated by the Positional coach’s Coaching skill. This can be increased depending on how the HC has adjusted his focus from week to week.

In addition, each Positional Coach can choose an attribute to focus on that week. Players on his squad choosing to train that attribute that week will gain a bonus proportional to the the Positional Coach’s Training Skill. This can be increased depending on how the HC has adjusted his focus from week to week.

Special Attributes:
The OC, DC and STC’s Special Abilities act as the primary base stat. The Head Coach’s SA tree is added to the applicable Coordinator’s tree – If it’s an Offensive minded Head Coach, his trees will be added to the OC. If it’s a Defensive minded Head Coach, his Defense Tree will be added to the DC and his Special Teams tree will be added to the ST.

In addition the two QC coaches and the positional coaches will be added to the appropriate coordinators stats at 10% of their actual level.


Experience
Experience is handed out per game based on performance. While this will lead to the rich getting richer, I propose that as Coaches increase in level, if they are not in increasingly important positions their morale will decrease dramatically. Unlike players, coaches’ morale is not based on wins and losses but purely on job happiness As their morale decreases, their effectiveness will drop dramatically causing them to want to go out and seek other jobs.

I would propose that at Level 25, a coach will not be satisfied with being a positional coach. Every level above 25 where he remains a positional coach, his morale will decrease by 2. IE at level 30 his morale will be 90 and he will coach at 90% effectiveness. At level 50, his morale will drop to 50.

At Level 35, Tier II coaches will become dissatisfied and lose 2 pts of morale for every level above 35 where they do not become a Head Coach.

This will lead to more coach shuffling and the breaking up of staffs to other teams in the league. When a coach fires, retires or quits, the team takes a very large hit to chemistry in the appropriate area depending on the level of the coach as well as a hit to players’ morale in the appropriate departments. For example, a HC quits and Chemistry and Morale take a big hit. A Coordinator quits and the appropriate chemistry takes a hit as well as morale for that portion of the team. A position coach quite and the chemistry hit isn’t as big, but the morale hit for his squad takes a big hit

Performance XP would be handed out as follows:

HC: XP for Wins, a little less for close losses and minimal XP gain for big lossess

Tier II Coaches: Measured fantasy style. OCs and OQCs would get more XP for high scoring, high yardage games. DCs and DQCs would get more XP for low scoring, low yardage games. STCs would get more XP for Field Goals, Punting averages, and return and coverage stats.

Positional Coaches:
Oline: Pancakes, Rushing Yards minus Sacks allowed
Backfield: Rushing and Passing Yards, Pancakes minus turnovers
Receivers/TE: Receiving Yards, Pancakes minus turnovers
Dline: Sacks, Hurries, FFs, TFLs minus Rushing Yards allowed
LBs: Sacks, INTs, FFs, tackles, minus Rushing yards allowed
Secondary: PDs, INTs, tackles minus passing yards


If you really look at the poll, it says that we would really like to coach in some way - don't forget to add the categories that want to coach in some capacity...only one category said they weren't ready.
 
zackari69
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thatd be awesome to bring back retired players as coaches! im all for it, LETS GO!
Edited by zackari69 on Sep 11, 2009 19:46:26
 
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cool story bro
 
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