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Main / Suggestions / Captains and another non-physical atributes Search Forum
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All-Day
posted: 2011-10-28 08:37:58 (ID: 14652) Report Abuse
For the far far far future, it would be a great idea have the option where you can s e l e c t the captains of your team. For the captain selection, we must s e l e c t the player who has higher levels of intelligence and teamwork, and also, we can add some non phyisical attributes like:

- Leadership
- Sacrifice or Effort (attribute which allow players to play at their maximun level even if they are tired (4ยบ quarter) or with an injurie)

The captain either offense and defense, has the next task in the field:

- Make an audible if he reads properly the offense/deffense (for this is necessary the intellegence)
- Encourage the team in last quarter, incressing the probablity of a comeback.
- Keep high morale with the players, increase the chemistry and another options like these.

Another interesting non physical attributes could be for all the players:

- Sportmanship (low levels of this cause a lot of penalties like personal fouls and also increase the possibility to hurt/injure the rival)
- Loyalty (for the contracts)
- Greedy (for the contracts)

...

What do u think?
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posted: 2011-10-28 09:19:08 (ID: 14653)
But if so, the number of possible captain should be really limited. I wouldnt call this a captain, much more a "leader", the germans say "Leitwolf"...And a team should be lucky to have 1 or 2 of such players...
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Buffalo
posted: 2011-10-28 09:33:40 (ID: 14654) Report Abuse
The idea of teamcaptains is nice. Normaly a team has 5 team captains (2 offense, 2 defense and 1 ST).

For RZA 1 offense, 1 defense and 1 ST would be enough. Their impact should be very limited. I should be not allowed to change the captains during the season. If a captain is injured the moral of the team will decrease. (3 % injury in the game, 5% injury in the training).

A nice to have would be the ability to name your team MVP of a season and could give him a nickname like Wendell "Coolrunning" Findley. (Ok, it is a very crazy idea )
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Turtlemania
posted: 2011-10-28 09:45:11 (ID: 14655) Report Abuse
Buffalo wrote:
The idea of teamcaptains is nice. Normaly a team has 5 team captains (2 offense, 2 defense and 1 ST).

For RZA 1 offense, 1 defense and 1 ST would be enough.


Because you can not set fixed lineups especially because of rotation in Defense you need 3-4 player you can make capitan to make sure one is on the field and even then not a garantied thing.

The system here does not work like NFL where you can have an LB/Captain start near all the game because if you do so here he will be dead after 5 games because of low PC or you cannot train him other else than PC

On offense it could work when making QB captain because PC hit is not so high but also here 2 would be better

On ST where we cannot decide who is on field you even need more of them! A KR is normally not the guy/captain on return and for kicking team sure not the Kicker

The idea is soso for me.

Why make it complicated as more as is? Put "Leadership" as special trait and make in backend sure that if more than one with leadership is on field only one has effect.

What i like is what i also would make traits: "greedy" "sportsmanship" with effect in contracts

Also what could be interesting for fouls: "agressive" because the higher the value the more % on fouls can commit but also the more % on things like Fumbles because of more aggresive - but also aggressive would be trait.

Game has 4 spots for special traits so 2 could be "ingame traits" like we have now

1 could be "overall" trait like aggresive with effect ingame and off game eg plus on teamwork even total over 50 but higher risk of get injury

1 could be "public relation" trait like greedy and sportmanship for contracts, and here you could add "fans favourite" with effect: plus on sale of merchandise and attendance
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jack6
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posted: 2011-10-28 09:51:54 (ID: 14656) Report Abuse
Buffalo wrote:
The idea of teamcaptains is nice. Normaly a team has 5 team captains (2 offense, 2 defense and 1 ST).

For RZA 1 offense, 1 defense and 1 ST would be enough. Their impact should be very limited. I should be not allowed to change the captains during the season. If a captain is injured the moral of the team will decrease. (3 % injury in the game, 5% injury in the training).

A nice to have would be the ability to name your team MVP of a season and could give him a nickname like Wendell "Coolrunning" Findley. (Ok, it is a very crazy idea )

I can't see a reason for having a ST captain.
If every play a captain has to be on the field, well, make a depth chart with 5-10 captains ...
I mean, you have max six players assigned to ST: K,P, 2*KR, 2*G.
A captain whould have a higher impact here that on offense and defense.

Your idea regarding "No substitution" whould be more like a team leader, than a captain, from my point of view.

I like the captain idea in general.

regarding the additional non-physicals: many things are possible, as you mentioned, loyalty, greed, behaviour ...
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Turtlemania
posted: 2011-10-28 09:53:19 (ID: 14657) Report Abuse
add on:

2 traits "onfield" are fixed because they are "natural born" traits - they can not change over lifetime

But:
the "on and off field" and the "off field trait" could change after season

Player can change behave after each season - they decide to play more aggressive or less, they decide to be nice sportsman or become greedy.

Fans Favourite he becomes because of good season or "irrationally" because he is good looking and women love him

So it would make pre season also more interesting and also contract negotiation more decision needing. Mathematicaly and base on training style it makes sense now to give in first years only short contracts for "this +1" but with risk of become greedy maybe you will mix a bit and give more "this +2" contracts
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Buffalo
posted: 2011-10-28 09:59:54 (ID: 14658) Report Abuse
Each manager could decide how much playtime his captain will get. More play time result in more bonus of his leadership qualities, but a higher PC hit.

A captain on ST could later prevent the chance of long kickreturns/KR-TDs.
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Turtlemania
posted: 2011-10-28 10:23:44 (ID: 14659) Report Abuse
Buffalo wrote:
Each manager could decide how much playtime his captain will get. More play time result in more bonus of his leadership qualities, but a higher PC hit.



Well this is right but i can not decide WHEN to play him!

He will be totally erratic on field and based on actions he will consume more or less PC as long you say "dont substitute" and this also will hurt all team, because based on possiblities now i can say only "LB" dont substitute - but i would need "MLB" dont substitute for example - or "StrongSafety" and not "Safety generall" dont substitute

If i could decide: get him on field when losing and always in last 10 minutes of 2nd and 4th - then ok

otherwise it is total erratic
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All-Day
posted: 2011-10-28 10:42:46 (ID: 14660) Report Abuse
You can decide the time a Captain stay in the field with some % bar.

For example, QB will be always 100% of that percentaje, but for example in defense if u want to rotate continously, say that the captain (whoever it is LB, NT or SF) stay in the field 80% of the quarter length for example
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Turtlemania
posted: 2011-10-28 10:58:21 (ID: 14664) Report Abuse
All-Day wrote:
You can decide the time a Captain stay in the field with some % bar.

For example, QB will be always 100% of that percentaje, but for example in defense if u want to rotate continously, say that the captain (whoever it is LB, NT or SF) stay in the field 80% of the quarter length for example


But again he could stay on field while my team is leading and go to bench when they are losing

When tehn i want have chance to say to my defensive captain when game is close or we are losing: "get out and get me the ball and the qbs head as trophy on top for me - go guy!"
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