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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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Animalmother
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WAIT A FREAKING MIN!

COACHES die in real life they cant live forever... I WONT STAND FOR THIS...you freaking guys and your cross logic is giving me a headache


lets play your game people....

Coaches dont live forever what happens when they retire...
Ok now everyones a coach...how can the nooby be a coach?
OMG he has to play for over a year to reach that lvl of coach......

Same thing he would have to do if our players stayed alive instead of retired....
Same EXACT probs that you whine about because of players not retiring you create with coaches...brilliant!

I love this IDEA btw but as a new class to roll as a noob not as the ENDGAME to goaline blitz....honestly this is a great idea but not a solution imho.



What was the prob with the game that allready exsisted you just replace the word coach with your player and go on playing... if I wanted to play NFL HEAD COACH (one of the worst selling games of all time BTW) I would go download it.

If this option was avail instead of building a WR,QB ect I think I would have 1 of every coach instead!

Dont get me wrong i LOVE this idea but why after your player becomes worthless...why not with every lvl of play we have rookie coaches lvling up as well...love this idea
Last edited May 28, 2008 22:48:51
 
drifter
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IIRC, you're a big MMORPG guy. Think of coach as being a "Prestige Class" so, no, a Newbie cannot become a coach.

Also, I'm definitely not suggesting coaches go on forever. I would say they have a shelf life of around 30 seasons.
 
TuNice
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Wow this a great idea and you really took alot of time to thouroughly explain it. This is how the suggestion forum should be atleast most of the time. I hope that this thread gets some recognition from the admins.
 
FBGBullDozier
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Originally posted by drifter
IIRC, you're a big MMORPG guy. Think of coach as being a "Prestige Class" so, no, a Newbie cannot become a coach.

Also, I'm definitely not suggesting coaches go on forever. I would say they have a shelf life of around 30 seasons.


What about the concept where, even great coaches, when they stick with a team for more than 10+ seasons, they start to lose the team? We don't see the Tom Landry's coaching the same team for mutiple decades anymore. Could that be factored in?
 
drifter
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Originally posted by FBGBullDozier
Originally posted by drifter

IIRC, you're a big MMORPG guy. Think of coach as being a "Prestige Class" so, no, a Newbie cannot become a coach.

Also, I'm definitely not suggesting coaches go on forever. I would say they have a shelf life of around 30 seasons.


What about the concept where, even great coaches, when they stick with a team for more than 10+ seasons, they start to lose the team? We don't see the Tom Landry's coaching the same team for mutiple decades anymore. Could that be factored in?



I thought about this. Tying in fan and player support based on performance - but not just today's performance, how today's performance compares to previous seasons. In other words, a coach who takes over a bad team and continue to do badly wouldn't take much of a hit, but a coach who had previously won championships would take really big hits if the team didn't make the playoffs.
 
MeatBomb
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I agree it adds another layer to the game. I guess the real way to sell it to the programmers though would be to make the player surrender all their previous player FP refund in order to move into the coaching ranks. Because when you get 200,000 players that are on the verge of retiring, there needs to be some kind of screen to stop most of them from moving into the coaching ranks. Surrendering the FP refund would probably sift out about 80% of the guys into simply re-creating players. Otherwise, the streets will be filled with roving bands of out of work coaches. LOL! But it's a GREAT idea for a prestige class.
 
MeatBomb
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Also, like done now, there would have to be CPU coaches to start to ensure that all positions are filled. Of course, they would be usurped by actual human coaches. When the positions fill out, there may even need to be a waiting list to move into the coaching ranks. Not everyone can be a level 60 dungeon master, LOL!
 
Jed
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I LOVE the base idea for this, there were 2 things that struck me a bit:

1) The scouting. I just don't know how much I like being able to control the opposing team's stats like that. I can't quite put my finger on how that could go wrong (or an idea of how to fix it), but that just struck me as a bad idea.

2) The giant Morale/Chemistry hit when you lose a coach, combined with the fact that a coach is more or less forced out every 3 seasons. IRL, it makes sense. In-game, that just seems counter-intuitive, that a team is more or less forced to either deal with a less effective coach or take a big Morale/Chemistry hit.


That said, when the kinks are worked out, I really hope this idea goes through. I'd like to make one recommendation on implementation, though: roll this out a season at a time. For instance, I believe you suggested starting this season 15. So season 15, allow people to become head coaches. Season 16, allow people to become OC/DC's, and so on. That way, you have a natural progression where HC's are naturally higher level (like they should be) and it goes down from there.

Once again, great job, drifter
 
drifter
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Originally posted by MeatBomb
I agree it adds another layer to the game. I guess the real way to sell it to the programmers though would be to make the player surrender all their previous player FP refund in order to move into the coaching ranks. Because when you get 200,000 players that are on the verge of retiring, there needs to be some kind of screen to stop most of them from moving into the coaching ranks. Surrendering the FP refund would probably sift out about 80% of the guys into simply re-creating players. Otherwise, the streets will be filled with roving bands of out of work coaches. LOL! But it's a GREAT idea for a prestige class.


I agree. I thought about possibly adding more of a random element in the generation of attributes so that many people might try to take their player to coaching but then not get very good attributes so scrap him. However, I don't think that's in the spirit of what the developers have tried to do here.

I also thought about forfeiting flex, but that's a big chunk of change. Maybe if you take a player to coaching, if/when he retires you only get back 50% of the total?
 
drifter
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Originally posted by Jed
I LOVE the base idea for this, there were 2 things that struck me a bit:

1) The scouting. I just don't know how much I like being able to control the opposing team's stats like that. I can't quite put my finger on how that could go wrong (or an idea of how to fix it), but that just struck me as a bad idea.

2) The giant Morale/Chemistry hit when you lose a coach, combined with the fact that a coach is more or less forced out every 3 seasons. IRL, it makes sense. In-game, that just seems counter-intuitive, that a team is more or less forced to either deal with a less effective coach or take a big Morale/Chemistry hit.


That said, when the kinks are worked out, I really hope this idea goes through. I'd like to make one recommendation on implementation, though: roll this out a season at a time. For instance, I believe you suggested starting this season 15. So season 15, allow people to become head coaches. Season 16, allow people to become OC/DC's, and so on. That way, you have a natural progression where HC's are naturally higher level (like they should be) and it goes down from there.

Once again, great job, drifter



My initial idea on scouting was a chance of providng a glimpse of a player's attributes with a margin of error built in and possibly returning some team tendencies (ie you'd get a report saying they run 40% of the time, 60% to the outside).

However, I started to think about what good scouting does and came to the conclusion that good scouting neturalizes the other team's strategies and/or players but providing a full understanding of what they do. The only way to truly incorporate that into the game would be to lessen the effectiveness of the other team. I then concluded that neutralizing an entire offense seemed a bit much, so came to the idea of focusing your scouting on a limited amount of players.

Two things to keep in mind that are keep the idea from being "broken" IMO:

1. Scouting can be countered by Innovation. If you are an innovative coach it will be tougher for a good scout to capitalize on tendencies.

2. Even if the hypothetical scout exists who has 100 in Film Analysis (not likely to happen)and faces a very low Innovation Coach (say 15), and then further chooses to focus 100% on one player, that player's attributes will not be lowered by 20%. They will be lowered anywhere from 1-20%. So even in the worst case scenario, the player would only be affected, on average, by around 10% - and that's not going to happen because of level dissastisfaction and opposing coaches innovation. In reality, I would guess that the average hit would be somewhere between 0 and 5% with 0 happening pretty regularly.

Seguing into level dissatisfaction, I threw the levels out there for dissatisfaction purely because I was tired and not thinking about it much any more. You could either raise the levels OR you could make XP harder to earn for coaches than for players, extending the # of seasons we are talking about.

I thought about a similar idea that you mention about trickling in coaches but I started the opposite way. I thought about putting in a criteria that you had to have so many pts in SA's before you could move from Position Coach to Tier II and from Tier II to Tier III. That way, there wouldn't be any head coaches or Tier II guys to start with. They'd have to earn their stripes.
Last edited May 29, 2008 10:17:31
 
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great idea I like the idea of after player retirement you can become a coach.

 
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love this idea...
 
drifter
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As for the lockerroom attributes, I think it's as simple as:

Lockerroom Leader translates at 10:1 to the Coaching attributes

Workout Warrior translates at 10:1 to Training

Celebrity translates at 10:1 to Likability

 
naraic
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Offense Defense should be broken down to more areas. There should be separate stats for each coaching area so as to make positional coaches a reality
 
drifter
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Originally posted by naraic
Offense Defense should be broken down to more areas. There should be separate stats for each coaching area so as to make positional coaches a reality


Could you be more specific?

If you are talking about separate stats for each individual coaching position, I don't agree. This would make it too difficult to move from positional coaching to Tier 2 to Head Coach.
Last edited May 29, 2008 11:05:52
 
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