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.
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