Football is as much about the locker room and practice field as it is Game Day. I say the game would be that much more interesting and engaging if that was a part of the sim. Here are some suggestions on how to do it. The values and details and this bit or that are debatable.
COACHING SETTINGS
Forget about the Coaching Dots. Make Coaching a Team Setting, a tactical option. There would be four kinds of Coaching Settings, Owner Setting, Head Coach Setting, Offensive Coordinator Setting, Defensive Coordinator Setting.
Coaching Settings will reflect the personality and skills and focus of the Coaching staff and how they effect team play.
CHANGING COACHING SETTINGS
With the exception of Owner Settings, Coaching Settings are selected during the Post Season, and if not locked in before the roll over out of the last day of the season (D48 or later) then the setting from last season remains in effect.
Owner Settings are chosen when the team is purchased. They can not be changed unless the team is sold.
COST OF CHANGING COACHING SETTINGS
Owner Settings are changed for free. Other Coaching Settings have a cost to purchase that is paid from the team finances, and is paid at the time of roll over into the new season. The cost will vary depending upon the Value of the Setting.
When a new owner buys a team his initial change of Coaching Settings has no chemistry cost. Thereafter, there would be a 3 and 1 point chemistry reduction for changing the Coaching Setting or lowering the Value of a Head Coach or a Squad Coach respectively, but NOT for changing the value UPWARD in the same setting (if you change coaches it hurts the team but you can pay your coach more and he can get better, if he gets worse that is a new coach). Changing Coaching Setting will reset the effects of wins and loses upon Coaching (see below).
TYPES OF COACHING SETTINGS AND THEIR EFFECTS
Each Coach Setting will have a variety of different Types. Each Setting can have a Value of 1 to 5. The Type determines the effects the Coach has on the team, the Value determines the cost of the choosing the setting and the amount of the effect.
OWNER
There are four types of owners, Bean Counter, Napolean, Winner, Vanilla.
The Bean Counter is all about the Benjamins. This owner reduces the Team's Salary Cap by 1% per point of Value, and generates a bonus income equal to 1% of ticket and concession revenue per point of Value. This effect is automatic and is not variable.
The Napolean is all about promoting himself and his team and micromanagement He reduces the chances of a Head Coach's effects triggering by 1% and raises Team fan support by 1% per level of Value.
The Winner is all about getting the Gold. The Winner increases the chances of a Head Coach's effects triggering by 1% and decreases team income by 1% due to excessive catering to the players and coaches.
The Vanilla Owner just owns the team. There is no effect from having a Vanilla Owner.
HEAD COACH
There are 8 Types of Head Coach
Vanilla. A Vanilla Head Coach would have zero cost and no effect on play.
Motivator. This coach is all about making his players want to play. For each level of Value the Head Coach has a 10% chance of adding 1 point of morale to all players on the team (in same way that salary and team promotions effect morale) and a 5% chance per Value of adding an additional .5 to dot morales at half time.
Mercurial. This coach is a ball of energy and emotion. If the teams last game was a victory, then for each level of Value the Head Coach has a 20% chance of adding 1 point of morale to all players on the team, or if the last game was a loss, there is a 20% chance of reducing the morale of all players by 1 point per Value (this would reduce the CAP, offsetting salary and promotions morale. It would not reduce actual starting morale).
Builder. This coach is about building team skills. For each level of Value the Head Coach has a 10% chance of adding 1% point to the chance of a training break through to all players on the team each night of roll over.
Game Day. This coach is all about Game Day adaptability. For each level of Value the Head Coach has a 10% chance of adding reducing by 1 point the team wide morale reduction for the opposing team scoring, and adding 1% to effect of Automatic Adjustments in Output and Package Play selections. (In other words players will resist having morale slides when the opposing teams scores, and the chances of calling ineffective plays is reduced and good ones is increased more than standard. This morale benefit should be lower than that of Motivator both by being situational and also in amount of benefit).
General. This coach is all about controlling the Offense. For each level of Value the Head Coach reduces the chance of the Offensive Coordinator setting triggering, and has a 10% chance of adding 1 point of vision to all players on the Offense.
Defender. This coach is all about controlling the Defense. For each level of Value the Head Coach reduces the chance of the Defensive Coordinator setting triggering, and has a 10% chance of adding 1 point of vision to all players on the Defense.
Drill Sergeant. This coach is all about physical preparedness. For each level of Value the Head Coach has a 10% chance of adding .1 to the energy refill of all players at the start of each half.
OFFENSIVE COORDINATORS
There are 4 Types of Offensive Coordinators.
Big Play Coach. For each level of Value the OC has a 10% chance of adding 1% Pass Distance to the teams quarter backs and 1% Catching to the team's wide receivers for the duration of the game.
Grinder. For each level of Value the OC has a 10% chance of adding 1% Break Block and 1% Fake to all of the teams Halfbacks and Fullbacks for the duration of the game.
Trenches. For each level of Value the OC has a 10% chance of adding 2% Hold Block to all offensive line men, running backs and tight ends for the duration of the game.
West Coast. For each level of Value the OC has a 10% chance of adding 1% Pass Quality to the teams quarterbacks and 1% Catching to the teams half backs, full backs and tight ends for the duration of the game.
Xs and Os. For each level of Value the OC has a 10% chance of adding 2% Fake Chance to all ball carriers for the duration of the game.
DEFENSIVE COORDINATORS
There are 5 Types of Defensive Coordinator
Pressure. For each level of Value the DC has a 10% chance of adding 2% Break Block to the teams defensive linemen and linebackers for the duration of the game.
Fundamental. For each level of Value the DC has a 10% chance of adding 1% Make Tackle and 1% Force Fumble to the teams Defensive Linemen and linebackers for the duration of the game.
Prevent. For each level of Value the DC has a 10% chance of adding 1% Deflection and 1% Interception to the teams cornerbacks and safeties for the duration of the game.
Scout. For each level of Value the DC has a 10% chance of adding 2% Avoid Fake to the teams linebackers and safeties for the duration of the game.
WINNING AND LOSING RECORDS AND EFFECT ON COACHES.
For each losing season the chance to trigger a Coach's effects is reduced by 1%, cumulatively, and for each winning season the chance is raised by 1% to a maximum of a half increase to the base chance (ie if the chance was 10% per Value then it can not be raised higher than a 15% chance). Changing Coaching Setting will reset the effects of Winning and Losing Records (see above).
LOCKER ROOM VAs
Team Captain - At nightly roll over, for each level of TC, the player has a 1% chance of adding .1+.1 to the Chemistry of his squad (offense or defense based on position) for each level of Natural Leader VA the player has (so if he has 15 TC and 15 NL he would have a 15% chance to add 3 to chemistry). Only the highest TC on a squad rolls, with a tie being broken by first level, effective level, age and fame and random.
Locker Room Leader - At nightly roll over the Locker Room Leader has a 1% chance per level of LRL to add .1 to the Morale of all players on his squad (offense or defense) per level of Natural Leader VA. So at 15 15 he would have a 15% chance to add 1.5 to the game time morale cap (like salary) of all players on his squad. Only the highest LRL on a squad rolls, with a tie being broken by first level, effective level, age and fame and random.
Mentor - At nightly roll over the Mentor has a 1% chance per level of Mentor to add 1% to the chance of a Training Breakthrough of all players at his Position Type (Defensive Linemen, Secondary, Receivers, Offensive Linemen, Running Backs, Quarterbacks). Only the highest Mentor at a position type on a squad rolls, with a tie being broken by first level, effective level, age and fame and random. A Mentor has his own chance of a training breakthrough reduced by 1% per value of Mentor.
Prima Donna - At nightly roll over the Locker Room Leader has a 1% chance per level of PD to add .3 to his Morale and .1 to his energy refill at the start of his next game, and also to subtract .1 from the chemistry of his squad (offense or defense). All players with Prima Donna roll and the effects of their rolls upon Team chemistry are cumulative.
COACHING SETTINGS
Forget about the Coaching Dots. Make Coaching a Team Setting, a tactical option. There would be four kinds of Coaching Settings, Owner Setting, Head Coach Setting, Offensive Coordinator Setting, Defensive Coordinator Setting.
Coaching Settings will reflect the personality and skills and focus of the Coaching staff and how they effect team play.
CHANGING COACHING SETTINGS
With the exception of Owner Settings, Coaching Settings are selected during the Post Season, and if not locked in before the roll over out of the last day of the season (D48 or later) then the setting from last season remains in effect.
Owner Settings are chosen when the team is purchased. They can not be changed unless the team is sold.
COST OF CHANGING COACHING SETTINGS
Owner Settings are changed for free. Other Coaching Settings have a cost to purchase that is paid from the team finances, and is paid at the time of roll over into the new season. The cost will vary depending upon the Value of the Setting.
When a new owner buys a team his initial change of Coaching Settings has no chemistry cost. Thereafter, there would be a 3 and 1 point chemistry reduction for changing the Coaching Setting or lowering the Value of a Head Coach or a Squad Coach respectively, but NOT for changing the value UPWARD in the same setting (if you change coaches it hurts the team but you can pay your coach more and he can get better, if he gets worse that is a new coach). Changing Coaching Setting will reset the effects of wins and loses upon Coaching (see below).
TYPES OF COACHING SETTINGS AND THEIR EFFECTS
Each Coach Setting will have a variety of different Types. Each Setting can have a Value of 1 to 5. The Type determines the effects the Coach has on the team, the Value determines the cost of the choosing the setting and the amount of the effect.
OWNER
There are four types of owners, Bean Counter, Napolean, Winner, Vanilla.
The Bean Counter is all about the Benjamins. This owner reduces the Team's Salary Cap by 1% per point of Value, and generates a bonus income equal to 1% of ticket and concession revenue per point of Value. This effect is automatic and is not variable.
The Napolean is all about promoting himself and his team and micromanagement He reduces the chances of a Head Coach's effects triggering by 1% and raises Team fan support by 1% per level of Value.
The Winner is all about getting the Gold. The Winner increases the chances of a Head Coach's effects triggering by 1% and decreases team income by 1% due to excessive catering to the players and coaches.
The Vanilla Owner just owns the team. There is no effect from having a Vanilla Owner.
HEAD COACH
There are 8 Types of Head Coach
Vanilla. A Vanilla Head Coach would have zero cost and no effect on play.
Motivator. This coach is all about making his players want to play. For each level of Value the Head Coach has a 10% chance of adding 1 point of morale to all players on the team (in same way that salary and team promotions effect morale) and a 5% chance per Value of adding an additional .5 to dot morales at half time.
Mercurial. This coach is a ball of energy and emotion. If the teams last game was a victory, then for each level of Value the Head Coach has a 20% chance of adding 1 point of morale to all players on the team, or if the last game was a loss, there is a 20% chance of reducing the morale of all players by 1 point per Value (this would reduce the CAP, offsetting salary and promotions morale. It would not reduce actual starting morale).
Builder. This coach is about building team skills. For each level of Value the Head Coach has a 10% chance of adding 1% point to the chance of a training break through to all players on the team each night of roll over.
Game Day. This coach is all about Game Day adaptability. For each level of Value the Head Coach has a 10% chance of adding reducing by 1 point the team wide morale reduction for the opposing team scoring, and adding 1% to effect of Automatic Adjustments in Output and Package Play selections. (In other words players will resist having morale slides when the opposing teams scores, and the chances of calling ineffective plays is reduced and good ones is increased more than standard. This morale benefit should be lower than that of Motivator both by being situational and also in amount of benefit).
General. This coach is all about controlling the Offense. For each level of Value the Head Coach reduces the chance of the Offensive Coordinator setting triggering, and has a 10% chance of adding 1 point of vision to all players on the Offense.
Defender. This coach is all about controlling the Defense. For each level of Value the Head Coach reduces the chance of the Defensive Coordinator setting triggering, and has a 10% chance of adding 1 point of vision to all players on the Defense.
Drill Sergeant. This coach is all about physical preparedness. For each level of Value the Head Coach has a 10% chance of adding .1 to the energy refill of all players at the start of each half.
OFFENSIVE COORDINATORS
There are 4 Types of Offensive Coordinators.
Big Play Coach. For each level of Value the OC has a 10% chance of adding 1% Pass Distance to the teams quarter backs and 1% Catching to the team's wide receivers for the duration of the game.
Grinder. For each level of Value the OC has a 10% chance of adding 1% Break Block and 1% Fake to all of the teams Halfbacks and Fullbacks for the duration of the game.
Trenches. For each level of Value the OC has a 10% chance of adding 2% Hold Block to all offensive line men, running backs and tight ends for the duration of the game.
West Coast. For each level of Value the OC has a 10% chance of adding 1% Pass Quality to the teams quarterbacks and 1% Catching to the teams half backs, full backs and tight ends for the duration of the game.
Xs and Os. For each level of Value the OC has a 10% chance of adding 2% Fake Chance to all ball carriers for the duration of the game.
DEFENSIVE COORDINATORS
There are 5 Types of Defensive Coordinator
Pressure. For each level of Value the DC has a 10% chance of adding 2% Break Block to the teams defensive linemen and linebackers for the duration of the game.
Fundamental. For each level of Value the DC has a 10% chance of adding 1% Make Tackle and 1% Force Fumble to the teams Defensive Linemen and linebackers for the duration of the game.
Prevent. For each level of Value the DC has a 10% chance of adding 1% Deflection and 1% Interception to the teams cornerbacks and safeties for the duration of the game.
Scout. For each level of Value the DC has a 10% chance of adding 2% Avoid Fake to the teams linebackers and safeties for the duration of the game.
WINNING AND LOSING RECORDS AND EFFECT ON COACHES.
For each losing season the chance to trigger a Coach's effects is reduced by 1%, cumulatively, and for each winning season the chance is raised by 1% to a maximum of a half increase to the base chance (ie if the chance was 10% per Value then it can not be raised higher than a 15% chance). Changing Coaching Setting will reset the effects of Winning and Losing Records (see above).
LOCKER ROOM VAs
Team Captain - At nightly roll over, for each level of TC, the player has a 1% chance of adding .1+.1 to the Chemistry of his squad (offense or defense based on position) for each level of Natural Leader VA the player has (so if he has 15 TC and 15 NL he would have a 15% chance to add 3 to chemistry). Only the highest TC on a squad rolls, with a tie being broken by first level, effective level, age and fame and random.
Locker Room Leader - At nightly roll over the Locker Room Leader has a 1% chance per level of LRL to add .1 to the Morale of all players on his squad (offense or defense) per level of Natural Leader VA. So at 15 15 he would have a 15% chance to add 1.5 to the game time morale cap (like salary) of all players on his squad. Only the highest LRL on a squad rolls, with a tie being broken by first level, effective level, age and fame and random.
Mentor - At nightly roll over the Mentor has a 1% chance per level of Mentor to add 1% to the chance of a Training Breakthrough of all players at his Position Type (Defensive Linemen, Secondary, Receivers, Offensive Linemen, Running Backs, Quarterbacks). Only the highest Mentor at a position type on a squad rolls, with a tie being broken by first level, effective level, age and fame and random. A Mentor has his own chance of a training breakthrough reduced by 1% per value of Mentor.
Prima Donna - At nightly roll over the Locker Room Leader has a 1% chance per level of PD to add .3 to his Morale and .1 to his energy refill at the start of his next game, and also to subtract .1 from the chemistry of his squad (offense or defense). All players with Prima Donna roll and the effects of their rolls upon Team chemistry are cumulative.
Edited by yello1 on Apr 27, 2012 00:30:54
Edited by yello1 on Apr 27, 2012 00:28:28
Edited by yello1 on Apr 27, 2012 00:26:21






























