User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Team Captains
Page:
 
dergillz
offline
Link
 
Team Captain Idea.

Every football team has captains. Captains are players that perform at a hight level day in and day out and usually have stuck with their team for many seasons through thick and thin. It would be great if we could name team captains here on GLB. It would give players just something extra for their resume and give some player incentives to maybe stick with the same team for longer than 1 season at a time.

Each team would be allowed 4 Team Captains.

2 on Offense
2 on Defense
(I'd even be game for 1 Team Captain on each side)

-Team Captains can only be named during days -8 through 0 and is reset at rollover from Day 40 to 41. This would prevent teams from abusing changing captains every game or for the playoffs to get different boosts for their team.
-Only the owner or the Head Coach can name Team Captains.
-There will be a team captain check box somewhere on the players page to give him/her a team captain title
-Put a Gold Start with a small "c" in the middle to indicate the player is a team captain

Example:
This is the top line on your players page
star here #24 Cookie Crisp or here ( rename ) CB

The player will also receive a star on their rewards page. They will get a gold star with a "C" and will have the title "Team Captain Season 28" and below that "Team Name"

What benefits does a team captain have? The Team Captain would work sort of like a VA as well as 1 piece of EQ to place where they want and an extra .5% boost to their 4 main attributes for that season.

I'm only going to give 1 example because it would be very long to give one for each position.

Quarteback

-If a Quarterback is named team captain and listed #1 in the depth chart. It will give the backup quarterback .5% to an attribute (confidence, throwing, vision) or morale increases when the starting QB named Team Captain has success. Success meaning: Completes 5 passes in a row, Throws 2 TD passes, reaches 150 yards passing, has a 60% or highter pass completion rate by halftime. This is just brainstorming.

RB's would give boosts to other RB's and FB's
WR's to other WR's and TE's
Linemen will give boosts to other Linemen
etc...

to spare you a very long post, you get the idea. If the idea is accepted, the developers can fill in the blanks.

I think this would be an awesome addition to the game. Support it if you like it.
 
Link
 
Nobody in the ENTIRE history of the game has EVER thought of creating team captains!
 
Driley10
offline
Link
 
Actualy a really cool idea. I would LOVE to see this added however it sounds like a big chage for something that doesn't mean anything in the end so i wouldn't expect it. You get a big +1 from me.
 
Team Nucleus
Draft Man
offline
Link
 
+1
 
RiverRat2
offline
Link
 
Recruiting Nightmare.

-1
 
dergillz
offline
Link
 
Originally posted by Larry Roadgrader
Nobody in the ENTIRE history of the game has EVER thought of creating team captains!


Nobody's ever been a jackass either

 
dergillz
offline
Link
 
Originally posted by RiverRat2
Recruiting Nightmare.

-1


I hope no one would expect a team captain tag after just signing. I see your point though.
 
Driley10
offline
Link
 
Originally posted by dergillz
I hope no one would expect a team captain tag after just signing. I see your point though.


Easy fix, make a minimum before player can become a captain. Makes sense and a very easy fix to this problem. Id suggest 3 season at the least?
 
ProfessionalKop
Gangstalicious
offline
Link
 
Originally posted by RiverRat2
Recruiting Nightmare.

-1


this x10000
 
dergillz
offline
Link
 
Originally posted by RiverRat2
Recruiting Nightmare.

-1


Or make players earn the team captain tag much like you would win an MVP award. Have the team captain award generate automatically based on who the top performers on each side of the ball were. This would kill the recruiting issue plus rule out rookie, pee wee and teams purchased mid season.

 
Team Nucleus
Draft Man
offline
Link
 
To good of an idea for it to be added
 
yello1
Preacher
offline
Link
 
Originally posted by RiverRat2
Recruiting Nightmare.

-1


We really need to stop shying away from neat game features because we are so terrified of bully prima donna agents.

You don't want to deal with a prima donna, don't. QED.




+1 to the OP

 
yello1
Preacher
offline
Link
 
My revision of the idea

Mechanics

Team Captain Position on Depth Chart, one per squad (Offense, Defense, Special Teams). Can only be slotted in the off season or pre-season.

Indicated by Star tag, on player and team profiles, and team roster.

Requirements
The Team Captain must have played with the team for 16 games in the prior regular season.

On Offense the Team Captain must be a 300 point player (QB, HB, WR).

The Team Captain must be a primary starter on his squad to be slotted and for the Captain Effects to apply. Primary starter means LOLB not LOLB(1) or C not Goal Line C, etc. On Special Teams the Team Captain must either be a Kicker/Punter/Returner/Long Snapper, or start in three of the special teams rosters (for example, be on the Kick Return, Punt Return and Field Goal squads).

The Team Captain must be Active to be slotted in the Captain Slot. Once selected. if he becomes Orange or Red Inactive, his Captain Effects are suspended until he becomes Active again.

The Team Captain must be receiving a salary of at least +1 morale value to be slotted and for his Captain Effects to apply.

Team Captain Effects

The following effects are applied to all players as a game long modifier if the Team Captain Effects are applied (ie not suspended due to Inactivity, Not Starting, or Salary too low).

All players on the Team Captain's Squad, including the Team Captain, receives an increase to their morale maximum (ie like a promotion or salary morale boost) of 1/10X, a +1/100th X plus to their energy refill, and plus 1/0thX% vision (ie 0-3.5 boost to maximum Morale, 0 to .35 energy fill boost, and a 0 to 3.5% boost to vision).

X would be defined as

X = PT*TM*ELG*NLVAM

Where

NLVAM = 1/3rd the Level of Natural Leader VA the Captain has, so the value would be 0 to 5.*
TSM = Team Member modifier = consecutive 16 game seasons on team divided by five, maximum value allowed 1.4.**
ELG = Effective Level Gap = Effective Level minus Actual Level and if negative set to 0 (ie a 79/84 Level/EL player's ELG would be 5). Maximum value allowed 5.***

PT = Play Time modifier. This is simply Plays per Game on the Squad (on Offense not special teams etc) divided by total plays of the Squad. So this would run from 0 to 1.****


* Natural Leader VA used to reduce somewhat "rich get richer" concerns by having the Team Captain exact a cost upon the dot.

** 1.4 Maximum chosen to allow a player to join a pro team in the season before he plateaus and play into his second season of decline, but not to allow for longer periods to not give undue advantage to one agent or network teams and to not promote retaining Zombie Geriatric Dots.

*** 5 maximum chosen so that the effect of Team Captain is not lower at Pro level than minor leagues where gaps over 5 are possible.

**** This would make the modifier reduced. The possible range of Team Captain effects would then be 0 to 3.5 reduced by percentage of time on the field. For Special Teamers this might be 3.5 still if in on every ST Play. For most other players with a 98 99 rotation its mostly likelly a .6 play time modifier giving a range of 0 to 2.1.


OPTIONAL SUCCESS MODIFIER

If one didn't hate the idea of the Rich Getting Richer, the Team Captain's Effects could be further modified by the Captains Success on the field.

SM = Success modifier. The Captain's SM will vary by player position and archtype and will be the Team Captains performance over the last 16 games with the team (ie it would be modified by last season on Game 1, G2-16 of last season and G1 on G2 etc).

Passing QB (Deep, Pocket) = Completion Percentage (completions/attempts)
Rushers = Gains/Carries (rushes that gained yards/carries)
Receivers = Receptions/Targeted
Blockers = Pancakes minus RevCakes minus 2xSacks minus Hurries, the result divided by plays.
Defenders = The Average of Tackle Modifier and Coverage Modifier (TM + CM result divided by 2)
Tackle Modifier = 1/2 Hurries + Forced Fumbles + Sacks + Tackles minus Missed Tackles and Pancakes divided by Plays
Coverage Modifier = Receptions Allowed minus Interceptions/Targeted
Non Returner Special Teams = Tackle Modifier for special teams results only if played on kick/punt coverage, Blocking Modifier if played on return teams, or the average of the two if playing both.
Kicker = (FGA/FM + TB*70+Average Kick Off Distance/100) / 2
Punter = Average Punt + CCorners/ 100

These should all result in a 0 to 1 modifier, meaning they would not boost the Captain Effects but reduce them if the Captain's not getting it done on the field, and usually would be less than 1, really would always be less than one, well less. So it would reduce the effect of Team Captain in general. Alternatively you could multiply the net Success Modifier by 2 to 3 or so to make it a net positive usually. This would raise the 0-3.5 range mentioned above if so.








Edited by yello1 on Apr 25, 2012 15:32:50
Edited by yello1 on Apr 25, 2012 15:30:04
Edited by yello1 on Apr 25, 2012 15:29:16
Edited by yello1 on Apr 25, 2012 15:27:47
Edited by yello1 on Apr 25, 2012 15:26:13
 
Jay89
offline
Link
 
Originally posted by Driley10
Actualy a really cool idea. I would LOVE to see this added however it sounds like a big chage for something that doesn't mean anything in the end so i wouldn't expect it. You get a big +1 from me.


 
King of Bling
offline
Link
 
+1
 
Page:
 


You are not logged in. Please log in if you want to post a reply.