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Main / Suggestions / Delegation of duties... Search Forum
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Swordpriest1
posted: 2011-11-04 07:06:26 (ID: 15362) Report Abuse
I do like the total control aspect of the game.. Its rather thrilling but I would like to suggest the ability for us as managers to delegate certain responsibilities to hired personnel.

For instance... VERY few coaches in the NFL actually have direct involvement in the hard-line offense/defense play calling. The head-coach implements a philosophy... the position coaches execute the plan.

Starting out I'm to believe our team has a sort of back-yard feel to it and it only makes sense that us as manager run all the systems but I think as our team grows and progresses the hiring a manager does in terms of coaching and front offense personnel should have the option to take over TOTAL control of that particular function. Of coarse the manager at any time can over-ride and take over the function whenever he or she chooses but the option should be there for me to let the expert be the expert.

As it stands right now... if I'm correct all a particular front office coach does is give your team a particular bonus to that skill which they are good at. Not to say that this isnt a good method but I just think its a little gimmicky for a game this complex.

Particular front offense staff could come with a particular specialty or trait no different than that of the players and we as managers should be wise in choosing whichever one fits our team.

I think this leaves a little bit more up to chance element and does more than just involve a number grade to a particular coach like so therefore team X gets 5% boost in offense and team Y gets 10% boost in offense. All front office personnel should come with a short resume detailing their philosophy so that when you hire them you know exactly how they will attack their duties.

For Instance.

-[name] Offensive Coordinator. Calls pass plays 60/40.Excels at shotgun play design. Understands the use of the TE and using him to stretch the field. Runs a zone blocking scheme that is best utilized by smaller and quicker RBs.

This way you dont need a number or percentage to tell you how well your offense will run. The hiring of this coordinator gives you more elaborate plays but he is geared toward a smaller more vertical offense. The better or more expensive the coordinator the more pieces he specializes in.

And like in the beginning if a manager doesnt want to hire an offense and/or defense coordinator.. they dont have to.. the manager can always continue to run things in totality with no penalties.

I know this is a little stretch... but what does everyone else say?
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panoramix
posted: 2011-11-04 12:29:06 (ID: 15382) Report Abuse
Good for me!
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NYDOGS
posted: 2011-11-04 12:35:47 (ID: 15384) Report Abuse
I think it would reduce the interest of this game. What's awesome in it for me is that you have to handle every aspect of your team and leran from your failure to progress... If you knew exactly what to train and how to play thanks to your coach assistant, what would be the fun for you? Just click a button and play your game?
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Swordpriest1
posted: 2011-11-04 15:25:36 (ID: 15390) Report Abuse
Good point NYDOG.... my basic point is I would like for the hiring of staff to actually mean something more than bonus points or percentage increases. In the modern game your coaching staff is just as important as your players in many respects and I would just want the game to reflect that somehow.

I mean we're not actually the ones carrying the ball or making the tackle as would be in a video game. We accept those limitations. I would just like to see who we hire have the same level of chance as our players do. I dont like the fact that personnel only contributes to a level of increase to a particular with no real tangible reason or (and I think this the most important) penalities for the hire.

If there's another way we can make this so... I'm all ears..
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KingOfTh3Hil
posted: 2011-11-04 15:38:57 (ID: 15392) Report Abuse
having coaches as we have players.

That means attributes, skills, age, traits maybe and so on.

and with this the option in hiring/buying coashes, and maybe train them aswell.

this would be a thing no other american football management simulation game has.

(powerplaymanager.org got a similar thing like this with coaches, check it out)
((and this was not meant to be an add))
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Buffalo
posted: 2011-11-04 16:47:48 (ID: 15393) Report Abuse
I like this suggestion and have some ideas.

Every team has a Assistant Headcoach (AC), Offense Coordinator (OC) and Defense Coordinator (DC).

Skills could be:

Offense: 50= 2,5% Skillbonus for Catching, carrying, Blocking, Passing
Catching: 50= 5% Skillbonus for Catching
Carrying: 50= 5% Skillbonus for Carrying
Blocking: 50= 5% Skillbonus for Blocking
Passing: 50= 5% Skillbonus for Passing

Defense: 50= 2,5% Skillbonus for all defense players
Tackling: 50= 5% Skillbonus for Tackling
Vision: 50= 5% Skillbonus for Vision
Positioning: 50= 5% Skillbonus for Vision

The bonus will added during the game to the skills of your effected players. AC= all players, OC= only offense players, DC= only defense players.

One Coach is capped if he reach 100 Skill points.

Example:
Offense 10 = 0,5% for catching, carrying, blocking, passing
Catching 25= 2,5% for catching
Carrying: 5= 0,25% for carrying
Blocking: 25= 2,5% for Blocking
Passing: 3= 0,15% for Passing

Defense: 20= 1% Skillbonus for tackling, vision, positioning
Tackling: 5= 0,25% for tackling
Vision: 2= 0,1% Skillbonus for Vision
Positioning: 10= 0,5% Skillbonus for Vision

When this coach would be a AC, all skill would be added to your player skills, as OC only offense bonus and as DC only defense bonus.

Coaches get points after games depending on your team performance.
You have to decide befor the game which skill will increase. Maybe you selected carrying and your team had 200 rushyards he would get 0,1 skillpoint.

Points for different performances:
Offense: 200 total yards: 0,05/ 300 total yards: 0,1/ 400 total yards: 0,15/ >500 total yards: 0,2
Passing: 100 PassYards: 0,05/ 200 yards: 0,1/ 300 yards:0,15/ >400 yards 0,2
rushing: 100 RushYards: 0,05/ 200 yards: 0,1/ 300 yards:0,15/ >400 yards 0,2
blocking: 50 good blocks: 0,05/100 good blocks: 0,1/ 150 good blocks:0,15/ 200 good blocks 0,2
Passing: 10 complete passes: 0,05/ 20 complete passes: 0,1 .....

Defense: <400 opponent yards 0,05/ <300: 0,1/ <200: 0,15 ....
Tackling: 25 good tackles: 0,05/ 50 good tackles: 0,1 ....
Vision: 2 sacks: 0,05/ 4 sacks 0,1/ 6 sacks 0,2 ...
Positioning: 2 Interceptions 0,05/ 4 Int 0,1 ...

The maximum skill increase against bots would be 0,1 and against humans 0,2

At the beginning every team will get 3 random coaches with random skill distribution and with skill maximum at 10.

Team could hire new coaches from the transfermarket. If a team hired a coach the HC say if he will be the AC, OC or DC and the old coach will be automatically fired.

If one of your players retire, he can become one of your coaches and the player skills will be conveyed into coach skills by deviding their skill with 3.

The wages for these coaches will be for the AC like the player wage curve and for OC and DC the half of the player wage curve.


After the season you can send your coaches to special skill seminars:

Beginner seminar 200.000$: 1-3 skill points
advanced seminar 400.000$: 4-6 skill points
pro seminar 600.000$: 7-9 skill points

Last edited on 2011-11-04 16:51:54 by Buffalo

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NYDOGS
posted: 2011-11-04 16:49:37 (ID: 15394) Report Abuse
Effectively, that could be pretty cool. But I think that it would be quite similar to the facilities. You would choose what you want to train mostly. Facilities give a little bit of that already...

Last edited on 2011-11-04 16:49:47 by NYDOGS

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Buffalo
posted: 2011-11-04 16:50:43 (ID: 15395) Report Abuse
The facilities give you a training bonus but not a ingame bonus.
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NYDOGS
posted: 2011-11-04 16:54:16 (ID: 15397) Report Abuse
Yes. Nice suggestion Buffalo. Could be a nice improvement of the game!
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Admin

Contact
posted: 2011-11-04 17:09:43 (ID: 15400)
I will try to write down what I think...

We could have assistant coaches, that have skills like "great tactic brain", "god of rush game play" and so on...and you can hire X out of Y coaches of that "special coach" type. This would lead to a situation where rich teams can't by all coach traits. Those coaches are expensive, of course (I see the need of more expenses over all, so I could add other sources of income like turning the stadium to dome and so on).

Sorry, if other posts here write the same, but I didnt have time to read it all...
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