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Who can be a Coach?

Any player who has reached the minimum level of 55 OR has reached 440 days in age and is retired. There is also an option to create a Coach from scratch at an additional cost.

How much does a Coach cost?

There is a one time conversion fee to convert a player to a Coach if it is a player who has reached a minimum level of 55 OR has reached 440 days in age and is retired. This is 300 flex. Creating a Coach from scratch will cost 600 flex. Coaches can boost like regular players each season. The cost for boosting a coach one level is 50 flex. Coaches can only boost two levels per season.

How long can a Coach coach for? What is the highest level they can reach?

20 seasons. Once a coach has reached level 80 they can no longer boost.

How does a Coach level up?

A coach gains experience by coaching in a regular season game. In addition, a Coach can gain 2 levels every season by boosting. The amount of experience a coach earns in a game goes down the more games they coach. The following is a breakdown of how much experience a coach gets broken down by # of games coached. No XP is gained by a coach unless he is on a roster.

Games 1 through 32 - 500 XP
Games 33 through 64 - 375 XP
Games 65 through 96 - 250 XP
Games 97 through 112 - 200 XP
Games 113 through 128 - 150 XP
Games 129 through 144 - 100 XP
Games 145 through 160 - 50 XP
Games 161 through 240 - 25 XP
Games 241 through 320 - 0 XP

Breakdown of what level a Coach would be if he coached in every game and boosted twice a season:

500*16= 2 seasons + 2 boosts = level 20
375*16= 2 seasons + 2 boosts = level 36
250*16= 2 seasons + 2 boosts = level 48
200*16= 1 seasons + 2 boosts = level 53.2
150*16= 1 seasons + 2 boosts = level 57.6
100*16= 1 seasons + 2 boosts = level 61.2
50*16= 1 seasons + 2 boosts = level 64.0
25*16= 5 seasons + 2 boosts = level 76.0
2 boost = 2 seasons = level 80
0 XP, 0 boosts = 3 seasons

Is there a limit to how high an attribute can go?

Yes, an attribute can not increase past 100 even with Automatic Level Gains. Once a coach has an attribute at 100, it is locked at that amount.

Do coaches have equipment?

No, they do not.

Do Coaches train? How does that work?

Yes, coaches train their attributes just like players using the same training system. They gain training points just like players do and must be on a team in order to train.

What are the different types of Coaches and are there any requirements for them?

Head Coach - must have reached level 49 in another coaching area before you can become a Head Coach. For the first ten season of Coaches, the level requirement will be level 36.
Offensive Coordinator - must have been an offensive position player prior to converting to a Offensive Coordinator.
Defensive Coordinator - must have been a defensive position player prior to converting to a Defensive Coordinator.
Scout - no requirements, any retired player can convert to Scout.
Special Teams Coordinator - no requirements, any retired player can convert to Special Teams coordinator.

How many Coaches can a team have?

These scale depending on what league you are in as follows:

<=Level 22 leagues - 1 coach (no Head Coach)
Level 23-38 leagues - 2 coaches (no Head Coach)
Level 39-48 - 3 coaches (no Head Coach)
Level 49-AAA - 4 coaches
Pro (including WL) - 5 coaches

You can only have one coach of each type. You can not have two OC's or two Head Coaches on a team for example.

Are there minimum or maximum level requirements for coaches based on the league minimums and maximums?

Yes, there are. However, for the first 10 seasons there will be no lower level cap requirements for coaches as there are no high level coaches that currently exist.

How long can a coach coach for?

Twenty seasons. After twenty seasons, the coach will automatically be retired and 70% of the flex used for the coach returned to your account.

Are all teams eligible to have a Coach?

Any team but Pee Wee and Casual teams can have a coach.

Until you get to Pro level, there is a limit on the number of coaches a team can have. Does it matter what type of Coach a team has?

No, a team can have any type of Coach except for Head Coach at level 48 and under leagues. Which coach(s) you choose to have on your team is completely up to you. You can only have one coach of each type. You can not have two OC's or two Head Coaches on a team for example.

How do coaches level up and get better?

It will operate under the same premise as players do. Coaches will train and apply skill points to their Coaching attributes.

Do coaches have Automatic Level Gains (ALG's)?

Yes, but there are no majors or minors. Coaches get the following ALG's to ALL coaching attributes:

--Level 1-21 3 points total (.25 for each of the coaching attributes)
--Level 22-29 2.25 points total (25% reduction from Level 1-21 total)
--Level 30-37 1.6875 points total (25% reduction from Level 22-29 total)
--Level 38+ 1.265625 points total (25% reduction from Level 30-37 total)

Do Coaches sign contracts and receive salaries?

Yes. Minimum and maximum contract values for coaches will depend on the league they are in.

Can you fire a Coach?

Yes you can but there will be a chemistry hit to the team for doing so.

How much of a Chemistry hit is there for firing a Coach before their contract expires?

Head Coach - 20 Overall chemistry deduction, 10 offense chemistry deduction, 10 defense chemistry deduction
Offensive Coordinator - 20 Offense chemistry deduction
Defensive Coordinator - 20 Defense chemistry deduction
Scout - 5 Overall, 5 Offense, 5 Defense chemistry deduction
Special Teams Coordinator - 10 Overall chemistry deduction

How much of a Chemistry hit is there if a Coach's contract expires?

Head Coach - 10 Overall chemistry deduction, 5 offense chemistry deduction, 5 defense chemistry deduction
Offensive Coordinator - 10 Offense chemistry deduction
Defensive Coordinator - 10 Defense chemistry deduction
Scout - 3 Overall, 3 Offense, 3 Defense chemistry deduction
Special Teams Coordinator - 5 Overall chemistry deduction

Can a Head Coach switch to a coordinator role mid-season or vice versa?

No, roles can only be switched in the off season.

If a Coach can switch roles in the off season, what is the chemistry penalty for switching roles?

5 Overall chemistry deduction

Do coaches have morale and if so how does it work?

Yes they do. For Head Coaches, OC's, DC's, and ST Coordinators, their in game morale can increase and decrease based upon the performance of the team or unit they are coaching. Scout's pre-game morale will not change in game and is fixed for the entire game.

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Head Coach

--to become a head coach you must have reached level 49 in one of the other coaching positions (for the first ten seasons of Coaches, the requirement will be level 36).
--when a coordinator becomes a head coach they will retain 50% of their coordinator bonuses. This allows Head Coaches to be offensive minded, defensive minded, special teams minded, or scouting focused.
--you do not have to become a head coach if you don't want to. You can remain in your coordinator role.
--if you become a head coach you will still keep your original role but you won't have access to the coordinator abilities and bonuses (except for the 50% bonus that is retained).
--you can only switch roles from Head Coach to coordinator or from coordinator to Head Coach in the off season.

Example of how coordinator bonuses work in conjunction with Head Coach role:

Let's say your coach was a Defensive Coordinator who had 70 in the 4-3 Defensive Formation coaching attribute. Whatever bonus this attribute gave to the 4-3 Defensive Formation, 50% of that would be retained and applied to each game they are a head coach.

Head Coach Attributes

Run Offense - small bonus applied to all run offense plays depending on how high the attribute is.
Pass Offense - small bonus applied to all pass offense plays depending on how high the attribute is.
Run Defense - small bonus applied to all run defense plays depending on how high the attribute is.
Pass Defense - small bonus applied to all pass defense plays depending on how high the attribute is.
Kick and Punt Teams - small bonus applied to all kick and punt team plays depending on how high the attribute is.
Return Teams - small bonus applied to all return unit plays depending on how high the attribute is.
Film Analysis - small bonus applied to all players' vision depending on how high the attribute is.
Innovation - small penalty applied to all opposing team players' vision depending on how high the attribute is.
Halftime Adjustments - small penalty applied to all opposing team players' non-physical skills in the 2nd half depending on how high the attribute is.
Team Training - small bonus applied to all players' stamina depending on how high the attribute is.
Personal Coaching - small bonus applied to personal coaching depending on how high the attribute is.
Motivation - small bonus applied to all players' confidence and to team chemistry depending on how high the attribute is.

Personal Coaching

Prior to each game, a head coach can choose three players on the team to devote extra time to. Doing so will provide a bonus to football skills, confidence, and vision. A head coach can only coach one skill position (QB/HB/FB/WR/TE), one defensive player (DL/LB/CB/SS/FS), and one player of their choosing that is not a skill position player (OL/DL/LB/CB/SS/FS/K/P) per game.


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Offensive Coordinator

Offensive Coordinator Attributes

I Formation - small bonus applied to all I Formation plays depending on how high the attribute is.
Weak I Formation - small bonus applied to all Weak I Formation plays depending on how high the attribute is.
Strong I Formation - small bonus applied to all Strong I Formation plays depending on how high the attribute is.
Pro Set Formation - small bonus applied to all Pro Set Formation plays depending on how high the attribute is.
Single Back Formation - small bonus applied to all Single Back Formation plays depending on how high the attribute is.
Shotgun Formation - small bonus applied to all Shotgun Formation plays depending on how high the attribute is.
5 WR Formation - small bonus applied to all 5 WR Formation plays depending on how high the attribute is.
Other Formations - small bonus applied to all other formation plays depending on how high the attribute is.
Throwing Training - small bonus applied to a certain QB passing skills for pass plays depending on how high the attribute is.
Run Game Training - small bonus applied to all RB/FB/QB rushing skills for run plays depending on how high the attribute is.
Receiving Training - small bonus applied to all RB/FB/WR/TE receiving skills for pass plays depending on how high the attribute is.
Blocking Training - small bonus applied to all offensive players' blocking skills depending on how the attribute is.

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Defensive Coordinator

Defensive Coordinator Attributes

4-3 Formation - small bonus applied to all 4-3 Formation plays depending on how high the attribute is.
3-4 Formation - small bonus applied to all 3-4 Formation plays depending on how high the attribute is.
4-4 Formation - small bonus applied to all 4-4 Formation plays depending on how high the attribute is.
Nickel 4-2-5 Formation - small bonus applied to all 4-2-5 Nickel Formation plays depending on how high the attribute is.
Dime 4-1-6 Formation - small bonus applied to all 4-1-6 Dime Formation plays depending on how high the attribute is.
Quarter 3-1-7 Formation - small bonus applied to all Quarter 3-1-7 Formation plays depending on how high the attribute is.
Nickel 3-3-5 Formation - small bonus applied to all Nickel 3-3-5 Formation plays depending on how high the attribute is.
Dime 3-2-6 Formation - small bonus applied to all Dime 3-2-6 Formation plays depending on how high the attribute is.
Other Formations - small bonus applied to all Other Formation plays depending on how high the attribute is.
Pass Rush Training - small bonus applied to certain DL and blitzing defenders' pass rushing skills on pass plays depending on how high the attribute is.
Run Stop Training - small bonus applied to certain run stopping skills for all DL and LB'ers on run plays depending on how high the attribute is.
Pass Coverage Training - small bonus applied to certain pass defending skills for all secondary players and non-blitzing defenders on pass plays depending on how high the attribute is.

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Scout

Scout Attributes

2 WR Run Offense - small penalty applied to opposing team's 2 WR rushing offensive plays depending on how high the attribute is.
2 WR Pass Offense - small penalty applied to opposing team's 2 WR passing offensive plays depending on how high the attribute is.
3 WR Run Offense - small penalty applied to opposing team's 3 WR rushing offensive plays depending on how high the attribute is.
3 WR Pass Offense - small penalty applied to opposing team's 3 WR passing offensive plays depending on how high the attribute is.
Other Formation Run Offense - small penalty applied to opposing team's other formation rushing offensive plays depending on how high the attribute is.
Other Formation Pass Offense - small penalty applied to opposing team's other formation passing offensive plays depending on how high the attribute is.
2 WR Run Defense - small penalty applied to opposing team's 2 WR rushing defensive plays depending on how high the attribute is.
2 WR Pass Defense - small penalty applied to opposing team's 2 WR passing defensive plays depending on how high the attribute is.
3 WR Run Defense - small penalty applied to opposing team's 3 WR rushing defensive plays depending on how high the attribute is.
3 WR Pass Defense - small penalty applied to opposing team's 3 WR passing defensive plays depending on how high the attribute is.
Other Formation Run Defense - small penalty applied to opposing team's other formation rushing defensive plays depending on how high the attribute is.
Other Formation Pass Defense - small penalty applied to opposing team's other formation passing defensive plays depending on how high the attribute is.


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Special Teams Coordinator

Special Teams Coordinator Attributes

Punt Returns - small bonus applied to all punt return plays depending on how high the attribute is.
Kick Returns - small bonus applied to all kick return plays depending on how high the attribute is.
Punt Team - small bonus applied to all punt team plays depending on how high the attribute is.
Kick Team - small bonus applied to all kick team plays depending on how high the attribute is.
Punts - small bonus applied to the punter's punting skills on all punts depending on how high the attribute is.
Kicks - small bonus applied to the kicker's kicking skills on all kicks (FG's, XP's and kickoffs) depending on how high the attribute is.
Pursuit - small bonus to pursuit abilities on all punt and kick defense plays depending on how high the attribute is.
Endurance - small bonus to endurance abilities on all special teams plays depending on how high the attribute is.
Blocking - small bonus to blocking abilities on all kick and punt return plays depending on how high the attribute is.
Tackling - small bonus to tackling abilities on all punt and kick defense plays depending on how high the attribute is.
Wedge - small bonus to various abilities for players who are in a wedge position on kick and punt returns depending on how high the attribute is.
Ball Security - small bonus to ball security abilities for returners on kick and punt returns depending on how high the attribute is.
Edited by Catch22 on Apr 21, 2010 04:25:47
Edited by Catch22 on Apr 19, 2010 19:00:39
Edited by Catch22 on Apr 18, 2010 02:58:14
Edited by Catch22 on Apr 18, 2010 00:41:13
Edited by Catch22 on Apr 18, 2010 00:31:00
 
tuba_samurai
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This post serves as a summary of the Coaches Discussion Thread

http://goallineblitz.com/game/forum_thread.pl?thread_id=3946760&page=1

*********************************************
Originally posted by Catch22
Originally posted by cwisler

One thing I didn't see. Upon converting a player to a coach, do you receive the rest of the Flex you invested in the player (minus the 300 from the conversion) -- or is that gone forever/until you retire the coach?


You would get that back, yes.


Originally posted by Catch22
Originally posted by SunshineMan89

I hate to be a downer, but this seems like it will lead to exploits galore. One more layer of unneeded complexity.


How would this lead to exploits? It's impossible to exploit this - we designed it intentionally that way.


Originally posted by Catch22
Originally posted by Special K

So retired players just below the level of 55 are stuck in limbo? Even those retired prior to this "change"? (Honest question.)


Yes, you have to be >= level 55.


Originally posted by Catch22
Originally posted by SunshineMan89

It seems as though it will lead to an increasingly min/maxed sim (unless I'm misunderstanding this). Teams will stack all their offensive coaching bonuses on one formation then simply be unstoppable (what if you have a pass play bonus, a Singleback bonus, and a 3-WR set bonus?).

How could you possibly counter that?


The bonus is small. You can have 100 in a formation attribute and it won't drastically alter the outcome of plays in that formation. Will it help? Yes. Will it be OP? Absolutely not.

Edit to add - also the 3 WR set bonus isn't a bonus, it's a penalty applied to the opposing team.


Originally posted by Catch22
Originally posted by dzer13

This seems to support my previous statement, in that if they aren't that much of an effect on the game then why do we have them? If they are too much of an asset to a team then it would seem you would be forced to stack as many coaches as you can at higher levels to compete.




It's a bonus. It's something for people to do that don't want to retire their players. It adds some element of strategy and counter strategy to a team. It's pretty hard to stack things since there is a limit to the number of coaches you can have. It's not a worthless addition but it's not going to be something that is OMG overpowered either.


Originally posted by Catch22
Originally posted by yello1

Head Coach Attributes

Run Offense - small bonus applied to all run offense plays depending on how high the attribute is.
Etc Etc


Excellent

But what do you mean "bonus" as to types of plays?


If a Head Coach has points in the Run Offense attribute whenever a run play is run on offense, a small bonus will be applied for that play.


Originally posted by Catch22
Originally posted by PLAYMAKERS

you can only have 5 coaches, but can they all be one type of coach?


No. Limit one type per team. You can't have 5 head coaches or 5 OC's.


Originally posted by Catch22
Originally posted by Bloodfart

run a test and tell us what the score difference between a team with and a team without is.


We will.


Originally posted by Catch22
Originally posted by Ravenwood

It really does seem like every season, the game changes dramatically. It's really getting to be a pain in the ass trying to keep up.

On another subject, it's crazy that all the questions and answers concerning all the numerous changes (and there seem to be a lot) are forcibly being restricted to 3 soon-to-be-monstrous threads. Good luck finding information in them.


1) We're trying to get the game to a point where there aren't so many changes. These will really be the last 3 massive changes we make to the game other than intermediate tactics.

2) Q & A will be summarizing these threads and entering the information into the Q & A searchable wiki so that there is one reference for people to find answers.



Originally posted by Catch22
Originally posted by Kblitz

so i'm guessing that unless you pay for flex in this game you probably won't get a player to lvl 55. I boosted one of my players about 5 times and he wasn't even at 50 and he got alot of xp. It's sort of dissapointing because i was hoping he would be able to do something like this.

Is there a chance that those who have played 10 whole seasons and are at least lvl 40 or something a little lower can be coaches for those of us who can't boost our guys every season?


We could possibly do a 12 seasons or level 55 requirement. The level 55 requirement isn't changing but we could live with a 12 season option.


Originally posted by Catch22
Originally posted by El_Windex

And the retirement of coaches mention the return of flex used on the coach, does that include the flex spent as a player? Or is that flex returned upon creation of the coach?


When you retire the player you'll get the flex back used on them, then you convert them to a coach.


Originally posted by Catch22
Originally posted by bhall43

Do coaches get anything extra for making the playoffs?


No.


Originally posted by Catch22
Originally posted by AngryDragon

Will previous height, weight, position, level, and or trophies have any relevance to the coaches that are rolled? That is if they are even rolled.


No, won't have any impact.


Originally posted by Catch22
you'll be able to convert a player that is already retired to coach.

No roster size reduction is happening.


Originally posted by Catch22
Originally posted by The Avenger

[So no} Casual roster planning then. How the hell is a coach going to influence a gameplan in Basic Ai when Casual play calls are ultimately out of our control??


That's actually a good point. I didn't want Coaches to be available in casual but Bort wanted it. Maybe just Head Coaches since they are more general bonuses rather then formation specific. I'll have to talk to him about it.


Originally posted by Catch22
Originally posted by nwalter

how bout people who are already coaches who are gona be kick out of those roles, dont have lvl 55 players and dont want 2 spend on it? if they wana make changes fine, but be honest about it, this change is 2 make $$$ NOT to improve the game, and they should stop advertising as a free game.


Coordinators can still coordinate - coaches doesn't change that.


Originally posted by Catch22
Originally posted by jpjn94

Catch,

May have been answered, but didn't see it in my quick scan...

Will the player's attributes have any effect on the coach's build or coach in general? I mean would a Hall of Fame player be a better coach?

No.


Originally posted by Catch22
Originally posted by Saris

A couple quick questions, if these have been answered I missed them.

The coordinating bonuses held over by the HC at 50%, do these stack with the same attribute on their Coordinator?

I'm sure it's only one coach of each type per slot, but I thought I'd double check. You can't have say 1 HC, 1 OC, 1 DC, and 2 Scouts right?

Yes to #1

Yes to #2, one type of coach maximum per to team.


Originally posted by Catch22
Originally posted by blln4lyf

I really wish that you would make advanced tactics easier instead of rolling out a third grouping, when there aren't currently enough people who will even own a team to fill the current leagues. Make regular teams easier to manage and this game will turn a larger profit, I can promise you that.

We'll be making advanced tactics easier as well - they'll kind of be going together.


Originally posted by Catch22
Originally posted by Redrover
There was a poll- the idea was killed.

I think the big question is "Why?"

How will coaches make the game more fun? How does it just not make the rich get richer? How does it not increase the ever-widening gap between one-man teams and groups of agents over the more casual owners? How does it not totally kick new players and young owners down knowing they don't have their own dots to make coaches?

The idea was not killed - it was put on the back burner until we could give it more thought and develop a better system. That's precisely what we did.


Originally posted by Catch22
Originally posted by rubedawg
Catch, this was likely burried but do you think you could shed some light on this?

Will starting coach builds be determined by your final player build?

If not and everyone starts with the same coaching build, why not create coachs from level 1 and build them with players throughout the game instead of limiting it to retired players? This way people still get the flex refund needed to create more guys instead of having to wait until their coach retires (I understand this is a personal choice).

If so, how is this determined? How will a level 72 DT make a better d-cordinator than a level 55 QB?


No - they will basically start from scratch. Past performance has no impact on the coach.

Not sure on Bort's reasoning for the other one - but I think it was because Coaches were meant to be another option for players who wanted to see their toons live on longer. Also rewards the player who went through the game and gives an incentive to do so.


Originally posted by Catch22
Originally posted by Daveyjones

Posting this again in hopes of getting an answer. If you know the answer, please reply. If you don't know the answer, please have the courtesy to leave it alone. I'm just trying to get my questions answered answered in hopes of retooling for the future.


Will a high level coach be able to coach a low level team, or will they be level capped according to the league level ?
IE - Will a level 30 coach be able to coach a level 13 capped team ?

Coaches have much longer lifespans than players, 20 seasons versus 12 ish season, right ?

It is going to be hard to build a group of coaches for a team if they are level capped and if you can only start with one on a team but eventually need 5 on a team. Maybe that was supposed to be a balancing factor but it will not be once the interwoven player networks are finished with it.

I'm also thinking that coaching in casual leagues might not be nearly as advantageous, is that right?

Thanks in advance for your help, or at least for not punching me in the face.

No, a high level coach will not be able to coach a low level team. They will face the same requirements players do. For the first ten seasons, however, we'll be waiving the minimum requirement for a league since Coaches are new - this means that a level 1 Coach could coach in a Pro league.

We're actually looking at changing the way the basic AI is set up to allow people to select % for formation usage, so Coaches in casual leagues will have a bit more of an effect then if it was just basic AI.


Originally posted by Catch22
Originally posted by sjmay


If I convert a player to a coach, at LVL 60, he starts off at LVL 60 as a coach? And the attributes that he got as a player are somehow converted to the coaching attributes?

Is there any correlation between attributes if that is the case?


Nope, he's a level 1 coach. Starts training as a newb coach. Nothing carries over.


Originally posted by Catch22
Originally posted by AngryDragon
Will there be any limits as to how many coaches we can make? I only ask because they have such a long life with 20 seasons. There might be a point where nobody will hire a level 1 coach with so many season 16 coaches to choose from.

No limits as to how many you can make. Coaches still have to meet the level requirements with the exception of the minimum level requirements for the first 10 seasons. You won't be able to have a level 40 coach in a cap 14 league.


Originally posted by Catch22
Originally posted by Mauler
Is there going to be a League that people can play in that don't have Coaches is my question to you Catch22 that includes the current advanced AI?


No.


Originally posted by Catch22
Originally posted by Mauler
Will Coaches be in the basic version with basic AI(Casual or Super Casual)?

Will be available in Casual. Not available in Super Casual. We're going to expand the basic AI selections to allow teams to choose % use of formations.


Originally posted by Catch22
Originally posted by mbbach
Ok so this has come up multiple times but I still havent seen a answer as to why coaches wont be based on player atributes or at least player position. Other than self gratification what would the point be of retiring a player and converting them to a coach when you can just purchase one anyways? Also will this simply buy a coach option always be available or will it be a one season time thing so we can get coaches once this is implemented?

It's 300 flex cheaper to convert a retired player then it is to create a new one from scratch.

Buy a coach will always be available.

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Summarized through page 45.
Edited by tuba_samurai on Apr 18, 2010 19:40:00
Edited by tuba_samurai on Apr 16, 2010 14:09:02
Edited by tuba_samurai on Apr 15, 2010 23:19:41
Edited by tuba_samurai on Apr 15, 2010 23:19:21
 
Catch22
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Revised first two paragraphs to include an option to create a coach from scratch at an increased cost:

Who can be a Coach?

Any player who has reached the minimum level of 55 OR has reached 440 days in age and is retired. There is also an option to create a Coach from scratch at an additional cost.

How much does a Coach cost?

There is a one time conversion fee to convert a player to a Coach if it is a player who has reached a minimum level of 55 OR has reached 440 days in age and is retired. This is 300 flex. Creating a Coach from scratch will cost 600 flex. Coaches can boost like regular players each season. The cost for boosting a coach one level is 50 flex. Coaches can only boost two levels per season.
 
Catch22
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Added Casual leagues as leagues that can not have a Coach.
 
Catch22
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Coaches will be delayed one season. They are still very much coming.
 


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