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25-04-2024 18:04
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Season 90 · Week 4 · Day 24
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Football

Football » English » Suggestions/Improvements

New Role - Head Manager

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I suggest here the creation of a new coach functionality, which is the Head Manager role. This position would be occupied by a "common" coach, hired in the same tab of coach hire. I can imagine this idea in two ways:

a) Head Manager gives a small boost in all player's abilities. This boost depends directly on the Head Manager's habilities.

b) Head Manager has influence in additional factors, like aggressivity, offensively, penalty efficiency, set plays efficiency, Extra Time (ET) boost, and motivation.

In option b), we would have coaches with the cited and new abilities, but that can be hired in the same tab of training coaches. Head Manager wouldn't have any influence in player's training.

Image with a suggestion of Head Manager's abilities in case b):


Give your opinion. Do you prefer a), b) or both?
Views: 118 Posts: 8
 
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Re: New Role - Head Manager

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[AUSNZ]
President
This position would only help the stronger teams who can afford the best coaches giving the rich and even greater advantage.

The good part about coaches now is they are affordable by all teams and the impact of having a lesser coach isn’t detrimental.

Re: New Role - Head Manager

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chucky06 wrote:
This position would only help the stronger teams who can afford the best coaches giving the rich and even greater advantage.

The good part about coaches now is they are affordable by all teams and the impact of having a lesser coach isn’t detrimental.


I don't think they would help only the stronger teams. Usually, even lower division teams have a good set of coaches, and 1x Head Manager Class B, for example, could cost 20k/week. That's a very affordable price.

The adoption of Head Managers would actually help active teams, that can renew coaches every contract period.

Beantwortet: New Role - Head Manager

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I'd prefer a). I like the idea of having options between strong special and small general training boosts - quality vs quantity. It should however be limited to only one head-coach (or the specific coach role, if there's more in between, e.g. defense coach).

It'd benefit stronger/richer teams, but they'll need it more anyway.
Although I'd be fine with a an increase of training speed in general, too.

Re: New Role - Head Manager

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vaisi56 wrote:
I'd prefer a). I like the idea of having options between strong special and small general training boosts - quality vs quantity. It should however be limited to only one head-coach (or the specific coach role, if there's more in between, e.g. defense coach).

It'd benefit stronger/richer teams, but they'll need it more anyway.
Although I'd be fine with a an increase of training speed in general, too.


Option a) is easier to implement in the game. Don't require development of new coach features/abilities. And I agree, only one head coach per team, that could boost all roles based on his abilities.

Let's hope Crew get interested for this idea

Re: New Role - Head Manager

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[AUSNZ]
President
I think I’d prefer it the coach was limited to having only say 3 strengths. Then teams could choose what strengths they want their head coach to have based on their teams needs at that time. Obviously the better the coach the stronger these strengths are. That would then create a more fair playing field and although a top team could spend more and get a better coach, the impact is still only limited to 3 strengths
Edited: 21-07-2020 04:16
Total edits: 1

Ri: New Role - Head Manager

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I disagree. Coaches are fine, maybe they just need more power. Let's keep the Crew focused on the SIM/3D.

Re: New Role - Head Manager

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chucky06 wrote:
I think I’d prefer it the coach was limited to having only say 3 strengths. Then teams could choose what strengths they want their head coach to have based on their teams needs at that time. Obviously the better the coach the stronger these strengths are. That would then create a more fair playing field and although a top team could spend more and get a better coach, the impact is still only limited to 3 strengths


Yes, that's a good idea!

Another addition I can imagine thinking this way is putting 3 different "classes" of coaches, that have different impacts in-game: I can imagine, for example, coaches that boost: a) training, b)youth development, c) defensive play, d) offensive play.

You can only choose 1 head-coach so that you can only pick one of those abilities.

Re: New Role - Head Manager

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goalsaurus wrote:
I disagree. Coaches are fine, maybe they just need more power. Let's keep the Crew focused on the SIM/3D.


SIM/3D takes a lot of effort to develop. This idea is easier to implement
 
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