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Forum > Suggestions > Initial stats, aging, training and coaching
AmazinJacks
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The tier advancement system is good... but in my mind, I'd like to see a more realistic advancement system.

In reality:

Young players possess certain physical skills and potential innately. Speed does not significantly improve between ages 19 and 30... you come in fast, and don't really get faster. Strength can be improved, but it comes with additional weight. Conditioning can improve without weight gain. Agility and quickness can be moderately improved, but the primary means of doing that is reducing weight.

Young players begin their career with certain physical gifts, and usually quite low 'scores' in technique, footwork and awareness. They are young hotshots judged primarily on physical potential.

In the early stages of their career, as a coach, you begin to identify how receptive they are to training... how well they learn (which itself is an innate attribute that can be developed). That Learning Ability determines how high and how quickly they can develop mental skills and techniques.

This is where it gets interesting... a player goes through five basic stages in his career:

1. Youngster: Near peak physical abilities/attributes, and low, undeveloped mental skills. They are pretty easily fooled by vets.
2. Journeyman: Physical abilities are still at peak, but they've developed enough fundamental technique to keep pace. Coaches know what they have in these players in terms of potential.
3. Seasoned Vet: Techniques & mental skills have been developed to a high level, and the physical attributes, if properly maintained, are still strong. This is the All Star time of life.
4. Aging Vet: Physical attributes require more and more training to maintain... they begin to decline. For a while, this can be compensated for with highly developed technique & mental skills, which never decline, but at some point the body just isn't productive enough to keep up.
5. Retirement: The body is just too slow and weak to be of value to the player's team. They may look for another season or two with a weaker team that could use their leadership skills, or the player may retire at which point they could be converted into a coach.

Coaching:
There are two kinds of coaches... actual coaches and veteran leaders.

A veteran leader is an older player with high leadership scores. That leadership score, much like in GLB2's QB, translates into stat boosts for those around them on the field. They can also help improve a teammate's ability to level in a skill/technique that the vet leader is highly trained in.

A coach is just that... usually a former player, the coach is able to help players on their team develop technique and mental skills, or help them develop or at least maintain *some* physical attributes. No coach is going to turn a slow player into a fast one, but they may help with footwork, awareness or technique to help compensate.

It's a big suggestion. But I'd love to see players age, develop and grow, and then struggle with maintaining relevancy and value as they get old... as well as transition into coaches in the athletic afterlife.
 
Team Nucleus
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No freakin' aging/player decline here please....that shit killed GLB Classic, we don't want a repeat here in this version as well...who are you Catch or something? Furthermore there's no player training here in this version and what your asking is a major overhaul of this game and won't happen thank God

Coaching part of the suggestion I like alot
Edited by Team Nucleus on Apr 12, 2016 10:10:42
 
DeeVee8
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What I do see as possible is either...

1. Giving a player more SPs earlier in their career and less during Pro/Vet.

2. More in line with this suggestion, making physical skills cheaper in Rookie/Sophmore and then more expensive during Pro/Vet and the opposite for mental skills. This would allow for younger players to be faster and quicker while the wily vets have all the awareness/confidence.
Edited by DeeVee8 on Apr 12, 2016 10:21:13
 
Team Nucleus
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Originally posted by DeeVee8
What I do see as possible is either...

1. Giving a player more SPs earlier in their career and less during Pro/Vet.

2. More in line with this suggestion, making physical skills cheaper in Rookie/Sophmore and then more expensive during Pro/Vet and the opposite for mental skills. This would allow for younger players to be faster and quicker while the wily vets have all the awareness/confidence.


That I wouldn't have an issue with at all
 
MileHighShoes
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Think of the current system more like this

Rookie - Pee Wee football
Sophomore - middle school football
Seasoned - high school football
Journeyman - College Football
Professional - NFL Rookie
Veteran - NFL Veteran
 
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Originally posted by DeeVee8
What I do see as possible is either...

1. Giving a player more SPs earlier in their career and less during Pro/Vet.

2. More in line with this suggestion, making physical skills cheaper in Rookie/Sophmore and then more expensive during Pro/Vet and the opposite for mental skills. This would allow for younger players to be faster and quicker while the wily vets have all the awareness/confidence.


Something in a long these lines is closer to applying the OP's suggestion and making it work with our current system. This isn't a bad idea.

Also, Career Boosts need to cost about the same as it would to get the flex boost per tier.
 
AmazinJacks
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Originally posted by DeeVee8
What I do see as possible is either...

1. Giving a player more SPs earlier in their career and less during Pro/Vet.

2. More in line with this suggestion, making physical skills cheaper in Rookie/Sophmore and then more expensive during Pro/Vet and the opposite for mental skills. This would allow for younger players to be faster and quicker while the wily vets have all the awareness/confidence.


OP approves for what that's worth. Me, I like the idea of a player decline, as long as you allow folks to use earned income to help speed up training of subsequent players (i.e. hiring trainers, etc). Those increases wouldn't boost max potential, but would speed up the process of reaching it.
 
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Originally posted by AmazinJacks
OP approves for what that's worth. Me, I like the idea of a player decline, as long as you allow folks to use earned income to help speed up training of subsequent players (i.e. hiring trainers, etc). Those increases wouldn't boost max potential, but would speed up the process of reaching it.


For what its worth, if you have a player who hits Legend status on a team, he will take chemistry hits each game he's on said team until you take him off or he hits zero. That can be a bad penalty the keeps growing. Along the lines of what you want too.
 
Team Nucleus
Draft Man
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I'd just be like, yo Bort extend the length of veteran to 5 seasons...then goes to senior
 
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Originally posted by DeeVee8
What I do see as possible is either...

1. Giving a player more SPs earlier in their career and less during Pro/Vet.

2. More in line with this suggestion, making physical skills cheaper in Rookie/Sophmore and then more expensive during Pro/Vet and the opposite for mental skills. This would allow for younger players to be faster and quicker while the wily vets have all the awareness/confidence.


I like these ideas, but 2 would create a problem, people would have to calculate what is best to upgrade in each tier, creating a huge gap between casuals and hardcore players, and rookie/soph games would be even worse in quality. For exemple, people would get 95 sprinting, 60 quickness, 50 balance and vertical, etc...before getting anything on like hands and routes.

 


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