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KalimbeNaire's Blog
For those of you who did not play NFL Head Coach 09 
Posted on June 21, 2011 at 09:43 PM.
Coaching Staff:

General: Each position of coach had a rating of 1-5 for each category that pertained to his job. For instance the runningbacks coach would have a 1-5 rating on physical development, intangible development, and the learning development of your running backs. He would also have ratings for performance, strategy, and things in case he were ever to become an offensive coordinator. Every coach had access to certain special abilities. For the same example of the runningsback coach, he had special abilities you could unlock for better speed, better strength, better elusiveness, better ball carrying, and better tackle breaking, etc.

GM: A general manager in Head Coach was essentially the man who was in charge of your draft. A great GM could have special abilities unlocked where he was a "small school insider" where before you even assigned a task of scouting, every player from a small college would be scouted to a 33% degree. That would give you a base OVR score (which might change a lot once you scout them further), and a current NFL player comparison.

A great GM would also have more scouting sessions available to him, be able to look at more Pro Days, and be able to scout more players at every position at the combine. A poor GM wouldn't have access to much of this at all and it would really handicap you on draft day, leading you to take more risks and gambles with your picks simply because you didn't have as much information.

GM's also handled signing your picks and negotiating contracts with players. A poor GM would wind up having you signing long term and inflated contracts. Players sometimes wouldn't want to resign with you, or they wouldn't negotiate at all. They would make a deal they would want, and you would try to negotiate something better for you, and they would refuse and walk out of negotiations. Great GM's would allow for more team friendly contracts and the ability to really haggle on contract negotiations.

GM's and players also had personalities that would play a factor in these negotiations as well. Players and coaches with similar personalities would get along better and it would be easier to work with and sign these players.

Your Coaches all have an OVR rating and as you play games and do things during the season, they all would earn points in which you could invest to further their skills or unlock special skills. All the coaches have different potentials, so perhaps your GM only has QB draft evaluation to 3 out of 5. Some GM's might have that 5th level, you just need to unlock it. Others will only max out at 3. Some might not even be that good.

Not sure how much of this if anything will transfer to Madden, but as you can see, just on this one topic how much detail there would be involved.
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