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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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Mr.McFlyGuy
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+1
 
Momara94
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The only problem i can see with this is not everyone will have a chance to be a head coach. Only agents with very good relations to owners will get the HC job and everyone else will either get tier 2 or 3 jobs. Therefore to accept a HC job it should cost 300 flex, a tier 2 job 200 flex and tier 3 is 100 flex
 
Dr. Showtime
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Originally posted by Momara94
The only problem i can see with this is not everyone will have a chance to be a head coach. Only agents with very good relations to owners will get the HC job and everyone else will either get tier 2 or 3 jobs. Therefore to accept a HC job it should cost 300 flex, a tier 2 job 200 flex and tier 3 is 100 flex


but IRL most head coaches have connects
 
Xaos
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Great idea. But personally, I like verticle/west coast style better and I'd hate to have to go all the way up the tree for it :l
 
rodian11
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I'm totally behind this. Nothing further to add.
 
BellyCheck
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Did you spec that as you become a coach, you retain your "mentor" talents from VAs for position-coaching, or somehow convert those talents, and your "motivational speaker" talents for gameday coaching?

I for one would love for the various VAs that affect such dynamics to be part of your guy's "personality." You're either a motivational guy or you're not; you practice it, you do it, you and your team get used to it, you build points up... something like that.

So let him carry that personality into coaching mode. Same with that guy who is great at showing a guy footwork one on one, or how to use his hands, or whatever (mentor).

Maybe even just leave a couple of vestigal transitional abilities, that can be fulfilled both as a player and later picked up as a coach.

That would mirror the guy who has one eye on coaching a little later on, even though he is still a "player coach."

This all assumes that by the time of S. 15 or so we still have VAs... heh.

Belly
 
Avondell
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Please implement this soon
 
feedy
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jesus that was a long read. I like the idea for the most part but if the O gets 2 SA trees shouldnt the D? 1 run based and 1 pass based? 1 question tho, would the coach be treated like a player where as you can refund him for a 70% return? other than that +1.
 
NickRector
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Originally posted by NickRector
Here are some of my thoughts i had a while ago. These are not complete but it is at least a start.


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GLB Coach

Retire: get back original investment plus 70% of extra investment.
Become Coach: When coach retires get back original investment, 50% of player investment, and 70% of coach investment.

Coaching class would be a generic type of player. This way can move them around to different coaching groups and not have to be worried about being stuck in one position. The different positions I suggest to be in a coach would be Head Coach, Defensive Coordinator, Offensive Coordinator, QB Coach, RB Coach, WR Coach, O-line Coach, D-line Coach, LB Coach, DB Coach, and Special Teams Coach.

Head Coach -> Coordinators and Special Teams Coach
Offensive Coordinator -> QB Coach, RB Coach, WR Coach, O-line Coach
Defensive Coordinator -> D-line Coach, LB Coach, DB Coach
As far as position coaches would probably originally be set to their position. I would think you could put players directly under a position coach as well, such as with TEs would need to go either O-Line or WR Coach. Maybe also have it to where you can switch players to a certain position coach. Want to work on a WR’s blocking, can put him under a O-Line coach.

I view that coaching is more of passing dividing out responsibilities. So in the coaching tree a Head Coach would be more in charge of time outs, motivation, and training the Offensive and Defensive Coordinator. He would have his most affect on the mood and learning of the Coordinators, less on the position coaches, and even less on players. Head Coach would directly affect overall team Chemistry, and would probably be more focused on Chemistry and Motivation than any other coaching spot. Coordinators would be the ones to affect play calling more and they would help motivate and train the position coaches, though also have some affect on the players. The position coaches would have a strong affect on their units since they only deal with that group. I could also see perhaps the positive affect coaches have on players depends on the size of the roster and how good the coach is. If you have 30 WRs then the affect the coach has is less on each one than if there were only 5 due to he has to work with more.

Benefit of having a coach? I think they should help with confidence and chemistry. They can help regain it faster and lessen the negative effects. Should also help with training those under them with a filtered affect the further removed from the coach a player is and also divided out among those at that level. They should also expand the play book of a team. As well as add trick plays the team can have. Improve clock management.

To help with training I have 3 ideas. First would be that they could give a slight increase to all abilities each night for those under them. Second idea would be that they pick something they want to train for those under them and it boosts that particular ability. Third would be that they help give extra training to whatever the player or coach below them decides to train on. All could be either a straight equation, or it could have randomness in it where they may help train or they may help train to differing degrees. Also training would be a combination of how well they know that particular thing. If your WR coach knows little about passing, but has high defense and blocking you may want to move him to be a d-line coach instead.

Some possible abilities for Coaches:
• Pass
• Run
• Block
• Kick
• Tackling
• Physical Training
• Defense
• Offense
• Intelligence
• Teaching
• Calmness (confidence)

Some of these will work on combination with each other. Pass will work with offense to help with calling and creating passing plays, teach throwing and catching while if teamed with defense would help with coverage and pass rush. Also could probably have the ability if you are a Defensive Coordinator who has high pass and high offense have a better chance to recognize a play is a pass play and possibly even what play it is. Also if say a DB Coach with high pass and high offense would help your players recognize passing plays better. Teaching would also come into effect. Teaching determines how well you can impart your knowledge onto a player or a coach below you. This would affect teaching them plays, recognition, and also helping them to better their own abilities. Obviously teaching would be combined with other aspects. Physical Training would help with physical aspects such as speed, agility, stamina, etc as well as helping impart Physical Training knowledge to coaches below you.

Special Skill Tree:
I view there being 3 types of coaches which are Motivators, Tacticians, and Player Fundamentalists. The Motivators are the ones who get guys up for the game and keep a team and locker room together. The Tacticians are the ones who work on game planning and trying to set up a guy in the right spot or right play. Finally the Player Fundamentalists are the ones who try and work on the basics of players to get them going. Thus I think there should be 3 skill trees.

Motivators:
• Team Unit – This helps to increase the ability for teams to regain their Chemistry and can help to reduce Chemistry loss when players leave or are signed.
• Speaking – Would give group responsible for a slight confidence boost, also makes confidence drops from losses not as bad. Those historic pregame, half time, and one play speeches you need to know how to speak and also what is the correct thing to say to get your players going.
• Stoicism – Down by 20 points at the end of the 3rd quarter? A team is driving down the field within the last minute of the 4th on you for a go ahead score? A Stoic Coach is always cool under pressure and can keep his team together while other teams would be falling apart.

Tacticians:
• Two Minute Drill – You need to know when to call a time out, when to hurry up, when to run, and when to pass. Your RB is running down the sideline with under a minute to go, the safety is in front of him, should he step out and stop the clock or avoid the out of bounce all together to keep the clock running? This helps with making better decisions based on game situations.
• Player Matchups – this helps to rotate players around to take advantage of matchups against other teams. Move your speed WR over to the slow CBs side, or make sure your star CB stays on their biggest weapon WR. Have your QB know when he takes a drop he needs to move to his right to give his line more time to block that stud pass rusher.
• Play Recognition – Gives the group they are in charge of a chance to recognize what the opposite group is doing
• Trick Plays – The ability to call and execute a trick play for the squad they control.

Player Fundamentalists:
• Preparation – This helps players to keep their head more in the game and less likely to cause penalties.
• Play Repetition – the more you train at your job, the less mistakes you will make. This ability helps players learn the plays and so execute them better.
• Core Training – helps training in athletic abilities such as Strength, Speed, etc.
• Position Drills – This would help training at things related more toward specific positions such as Throwing, Catching, Blocking, Tackling, etc.

Equipment:
Head – Headset, Visor, Fedora, Glasses
Body – Suit, Sweat Shirt, GLB Apparel
Hands – Clip Board, Play Sheet, Whistle
Feet – Golf Shoes, Dress Shoes, Tennis Shoes

Advanced coaching tactics:
All:
Passing Bonus / None / Run Bonus
Conservative / Mild / Aggressive
Motivation / None / Energy
Head Coach:
Offensive / None / Defensive

Experience for coaches:
XP would obviously be a little more tricky. They don’t have a play count the same as players. Also caps should be included as well, so each spot would have a play counter, then after certain number of plays the XP gain is minimal.
Head Coach would get some XP based on total play count, but obviously low. Perhaps also gain some from being in a close game (7 or less points difference), and even more from winning a close game. Maybe even the closer the game the more XP.
For Offensive Coordinator probably would be how many Offensive Plays were called.
For Defensive Coordinator how many Defensive plays were called.
For Special Teams Coach how many special teams plays are called but with a higher bonus due to less chance of special teams plays.
For QB and WR coach how many passing plays, but probably at a higher rate than a Coordinator.
For RB coach, how many running plays were called, but at a higher rate than a Coordinator.
For other coaches would probably be a play count on the side of the ball their players are on.

Also could do something where perhaps it breaks down those who are based on any type of play. If max play count is 50, then say an Offensive Coordinator would get max of 25 run and 25 pass (25 + 25 = 50). A head coach would get maybe 7 run offensive + 7 pass offensive + 7 run defensive + 7 pass defensive + 7 special teams + 0 to 15 for how close the game was and if you won.

Becoming a coach:
Your player would have to be a Free Agent to become a coach. Could perhaps add a special contract for a team you are already on, where you as a player send a request to become a coach and they can accept and give you a coaching contract. When you accept your coaching contract then you get put through the coaching transformation algorithm.

I feel any player should have the chance to become a coach, be they level 1 or level 101. The more you play as a player the better the coach should start out, but he would also have a shorter time before he too starts to decline.

For coaching life, I’m between a 20 season before decline or a 15 season before decline model. Just like with players, the further past that you get the faster you decline. So at first you would just be keeping even, then you start to notice attributes dropping, then it gets faster. If your player has played 10+ seasons then he would get 10 seasons of coaching before the decline hits. So in the 20 year model would probably be every year you played you lose a year of coaching, while in the 5 every 2 years.

I think a player’s current level should factor into a coaches level. So if you are a level 1 player then you become a level 1 coach. Perhaps every 5 levels you jump up. So a level 5 would become a level 2 coach, level 10 a level 3, and so on. This way you do get credit for playing a long time and getting knowledge of the game, but also the sooner you jump to a coach the more you can focus on being the best coach you possibly can be. So it does not penalize a new player from making a coach.

Also your build and playing experience should count toward you becoming a coach.




Since getting close to retirement, and I've read a little bit about coaching, seeing if any of this might go in.
 
talmon
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love it
 
Ahrens858
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Originally posted by N8DaGr81
+1


 
davthebest1
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I like the idea in the OP, but perhaps if a player has been at a team for 5 or more seasons and becomes a coach there, he would suffer a smaller morale hit if he did not get the Head Coach job.
 
Capaneus
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With Coaches basically confirmed as a new player class, and the first wave of retirement almost upon us, I think we need to talk a little about how they’re going to work. I’m sure Bort’s already thought this through, but sometimes when he drops a fully finished concept on the user base, he gets a lot of flak for it, and I wanted to raise two potential problem areas for Coaches that I hope he’s thought about.

1. Cost
2. Supply and Demand

1. Cost:
I seem to recollect Bort or someone else suggesting that converting a player to a coach would entail forfeiting retirement flex. This would be a substantial cost. For a fully boosted 10 season D player, it would be 4400 flex, or about $34 at prevailing costs. That’s a lot, and if Bort wants to set the bar that high, he’d have to give us a pretty clear idea of what the benefits will be. Especially since running a single player rarely takes more than 30 minutes a day, running a coach would have to be a very different experience to merit such a high cost.
But the more I think about this, the more I think that approach is unworkable, and can’t be the way Bort’s going to do it. For instance, is Coaching only going to be available to fully boosted players? So if you only boosted twice in S6, you can never Coach? But if there’s no lower boundary, the only sensible approach would be to run a player for 10 seasons, never boosting, and then convert to coaching at the end. So I’m not sure how to handle it, and I hope this has been well hashed out.

2. Supply and Demand:
My default assumption is that the number of coaching slots is going to be fairly limited, say ten or less, because Bort’s going to go with a rough approximation of reality. If so, that sets up a situation where the vast majority of retired players shouldn’t’ become coaches, because there simply wouldn’t be enough positions. So when facing retirement, how are players going to make a decision about whether or not to convert to Coaching? One way would be to make the cost prohibitive, but I’m hoping Bort can come up with something more sophisticated and fun than that.
But even if we allow unlimited coaches (say, 55, like the roster limit), we’re still going to run into the problem player decline was designed to prevent: older players dominating the market. Finding position for a coach in S12 will be no problem. But as time goes on, there’ll have to be a mechanism to encourage those original Coaches to retire, otherwise no one will ever make Coaches again.

Just some things I wanted to get a discussion started on, and alert Bort to if he hasn’t thought of them already.
 
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too long to read IMO, but looked like a good idea.
 
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Why is this even epic???

-1
 
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