Was thinking recently there’s always so much drama about professional teams’ head coaches and their affect on a team. What if we added a head coach functionality?
In one iteration of this idea three new skills would be added to all coaches in MZ, experience, leadership, and charisma. Like player experience, coaching experience would automatically grow over time and would enhance a coach’s overall performance. And like with the keeping skill it could grow much more slowly than the regular player’s experience skill. Leadership would affect all coaches ability to communicate with players. This could affect daily training results and also how accurately players follow tactic instructions. Charisma would represent the managers appeal to sponsors and fans and could potentially affect club income rates. Then, one manager would be selected to be the team’s head coach (a bench coach selection could also be added). This could give users an added sim dynamic with which to interact.
In a second iteration, Either leadership or charisma, or both, could impact scouting of youth players throughout the year. Or a fourth skill, scouting, could be added and only the selected head coach’s scouting skill would affect the team’s youth scouting. Or a head of scouting coach could be assigned.
In a third iteration a team’s players could also have these skills and though they would have little/no affect in matches, the chosen “captain” could have an impact. Plus, if kept at retirement, these retired players would already have their coaching skills in place. Experience could be reset as they would all be new coaches. Also, being a team’s captain as a player could translate into some coaching experience at retirement?