Coach Idea
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Coach Idea
Hi all.
I have just started to play BB again, and thought of this extra idea.
How about adding the ability to hire a headcoach. It should be the same as an apothecary. Once you bought him he´s there.
This coach would then gain experience every time a player gains SPP.
He could be given skills that effects the entire team.
Blitz: One turn every half you can blitz twice.
Offensive/defensive: At the start of drive you can blitz twice.
Move it: One player every half can go for it 4 squares.
And so on, make up you own coachskills.
If a permanent coach is to much, you could instead hire a Offensive/defensive coach for one game. With skills only usable in offense/defense.
Anders.
P.S.
This is a great site, nice too see so many with the same passion.
I have just started to play BB again, and thought of this extra idea.
How about adding the ability to hire a headcoach. It should be the same as an apothecary. Once you bought him he´s there.
This coach would then gain experience every time a player gains SPP.
He could be given skills that effects the entire team.
Blitz: One turn every half you can blitz twice.
Offensive/defensive: At the start of drive you can blitz twice.
Move it: One player every half can go for it 4 squares.
And so on, make up you own coachskills.
If a permanent coach is to much, you could instead hire a Offensive/defensive coach for one game. With skills only usable in offense/defense.
Anders.
P.S.
This is a great site, nice too see so many with the same passion.
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I do like the idea behind this of being able to have some sort of custom "team" upgrades. Its a bit like the idea of racial wizards.
Well too powerful depends doesn't it? Also linkage directly to player SPPs might be awkward to balance correctly since some types of team accumulate SPPs faster than others (i.e. those who pass a lot!).
Also if you have to record every SPP - and don't lose them when players die/retire - there is no record that you can easily get of how many SPPs you ought to have. That is an annoying piece of additional record keeping.
A simpler alternative is to allow coaches to be bought (and contribute to TV) to give skills. So a coach who allows 1 extra blitz action once in a game might be costed at 200k (for instance). You might say a coach allowing an additional of each of the different actions (e.g. passing coach for an extra pass action, hand off coach for hand offs, fouls for fouling) are flavoursome and ought to be able to be balanced fairly easily.
Other ideas feel a bit too much like player upgrades (additional GFIs is sprint...) rather than team ones.
You might be able to do something cunning, like having a defensive coordinator allowing you to reposition one player after the receiving team have set up, but before you kick the ball.
Well too powerful depends doesn't it? Also linkage directly to player SPPs might be awkward to balance correctly since some types of team accumulate SPPs faster than others (i.e. those who pass a lot!).
Also if you have to record every SPP - and don't lose them when players die/retire - there is no record that you can easily get of how many SPPs you ought to have. That is an annoying piece of additional record keeping.
A simpler alternative is to allow coaches to be bought (and contribute to TV) to give skills. So a coach who allows 1 extra blitz action once in a game might be costed at 200k (for instance). You might say a coach allowing an additional of each of the different actions (e.g. passing coach for an extra pass action, hand off coach for hand offs, fouls for fouling) are flavoursome and ought to be able to be balanced fairly easily.
Other ideas feel a bit too much like player upgrades (additional GFIs is sprint...) rather than team ones.
You might be able to do something cunning, like having a defensive coordinator allowing you to reposition one player after the receiving team have set up, but before you kick the ball.
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I had another idea for assistant coaches myself...
The idea was that all skills earned without a coach of the specific area (agility, general etc) meant that you had a random roll for a skill. Buying assistant coaches for each of the areas however allowed one to pick the skill after they rolled the skill dice. Hence, making a further in-game use for assistant coaches.
Also, cheerleader numbers, and a choreographer (assistant coach) added to the gate factor as well.
Just more, less world-breaking suggestions to encourage the buying of cheerleaders and assistant coaches.
Cheers.......
The idea was that all skills earned without a coach of the specific area (agility, general etc) meant that you had a random roll for a skill. Buying assistant coaches for each of the areas however allowed one to pick the skill after they rolled the skill dice. Hence, making a further in-game use for assistant coaches.
Also, cheerleader numbers, and a choreographer (assistant coach) added to the gate factor as well.
Just more, less world-breaking suggestions to encourage the buying of cheerleaders and assistant coaches.
Cheers.......
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OK. My pennys worth.
Specialist Assistant Coaches: (GASP)
£70'000 each (Maybe more)
(G)eneral Assistant Coach ~
(A)gility Assistant Coach ~
(S)trength Assistant Coach ~
(P)assing Assistant Coach ~
A single coach can be used to give one player, for a drive, a Skill from their speciality. Also the player may only take that Skill if it is in their normal Skill set. Not Doubles. The assistant coach is then used up for the game.
This represents the assistant coach coming up with one off plays that have been prectised with the player and something they are comfortable with. (Their normal Skills)
As an additional to this idea, three coaches of the same speciality can be used to embue a player with a Double improvement roll Skill. Likewise the coaches are used up for the game and the player only gets the skill for that drive.
Normal non-specialist Assistant Coaches are used as normal for Kick-Off results, but do not give any special rewards to players like the Specialist Assistant Coaches.
Specialist Assistant Coaches: (GASP)
£70'000 each (Maybe more)
(G)eneral Assistant Coach ~
(A)gility Assistant Coach ~
(S)trength Assistant Coach ~
(P)assing Assistant Coach ~
A single coach can be used to give one player, for a drive, a Skill from their speciality. Also the player may only take that Skill if it is in their normal Skill set. Not Doubles. The assistant coach is then used up for the game.
This represents the assistant coach coming up with one off plays that have been prectised with the player and something they are comfortable with. (Their normal Skills)
As an additional to this idea, three coaches of the same speciality can be used to embue a player with a Double improvement roll Skill. Likewise the coaches are used up for the game and the player only gets the skill for that drive.
Normal non-specialist Assistant Coaches are used as normal for Kick-Off results, but do not give any special rewards to players like the Specialist Assistant Coaches.
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Like it, but i would consider either using a dice roll (e.g. new skill gained for 1 drive on a 4+) or making the skill used one turn only. For bashy sides, a skill would last a full half much of the time. I don't think it's broken though as the cost offset is easy to play about with.Pug wrote:OK. My pennys worth.
Specialist Assistant Coaches: (GASP)
£70'000 each (Maybe more)
(G)eneral Assistant Coach ~
(A)gility Assistant Coach ~
(S)trength Assistant Coach ~
(P)assing Assistant Coach ~
A single coach can be used to give one player, for a drive, a Skill from their speciality. Also the player may only take that Skill if it is in their normal Skill set. Not Doubles. The assistant coach is then used up for the game.
This represents the assistant coach coming up with one off plays that have been prectised with the player and something they are comfortable with. (Their normal Skills)
As an additional to this idea, three coaches of the same speciality can be used to embue a player with a Double improvement roll Skill. Likewise the coaches are used up for the game and the player only gets the skill for that drive.
Normal non-specialist Assistant Coaches are used as normal for Kick-Off results, but do not give any special rewards to players like the Specialist Assistant Coaches.
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OK the dice roll, 4+ would work. you could use additional assistant coaches as +1 to dice rolls. Likewise these coaches would be used up for the game as they all put their heads together for one super play.
The one turn option on a 3+. (no assists from other coaches, as in +1 mods to dice roll)
The one drive option on a 6+. Assistant coaches allowed to mod dice roll.
One or the other must be declared before rolling. the player to receive the Skill and the Skill to be given must be declared as well.
The one turn option on a 3+. (no assists from other coaches, as in +1 mods to dice roll)
The one drive option on a 6+. Assistant coaches allowed to mod dice roll.
One or the other must be declared before rolling. the player to receive the Skill and the Skill to be given must be declared as well.
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Coaches are good fun, I have them in my alternative ruleset but I use them as rerolls for a defined set of actions eg Blocking and put a cap on their availability.
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Didn't there used to be some experimental rules that allowed assistant coaches that helped with players getting skills? I thought I played under a set of rules like that, must have been ten years or more ago. Maybe under 3rd addition.
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Just throwing around an idea, but here's what I would propose:
0-1 Master Coach Cost- 150k, (rostered)
At the start of every game, the Master Coach prepares one play to help his team win. Roll on the following table- the roll can be viewed by both coaches.
1- Dud play! The designed play is a dud and doesn't effect the game very much. No effect
2- Crazy Hijinx- The team is really loose for the game and can ignore one turnover in the match (continuing play after the turnover.) However, the loose play has its drawbacks, and loses a re-roll for the first half.
3- Motivational Speech- The players are all fired up and just won't quit. All KO rolls can be re-rolled this match.
4- Offensive Play- Once per game, a team can declare a second hand-off or Pass Action in a turn.
5- Defensive Play- Once per game a team can declare a second blitz in a turn.
6- Inspired Play- Once per game, a single player may count his strength as being +2 for his entire turn. When the turn is over, the player is placed prone, roll on the injury table.
0-1 Master Coach Cost- 150k, (rostered)
At the start of every game, the Master Coach prepares one play to help his team win. Roll on the following table- the roll can be viewed by both coaches.
1- Dud play! The designed play is a dud and doesn't effect the game very much. No effect
2- Crazy Hijinx- The team is really loose for the game and can ignore one turnover in the match (continuing play after the turnover.) However, the loose play has its drawbacks, and loses a re-roll for the first half.
3- Motivational Speech- The players are all fired up and just won't quit. All KO rolls can be re-rolled this match.
4- Offensive Play- Once per game, a team can declare a second hand-off or Pass Action in a turn.
5- Defensive Play- Once per game a team can declare a second blitz in a turn.
6- Inspired Play- Once per game, a single player may count his strength as being +2 for his entire turn. When the turn is over, the player is placed prone, roll on the injury table.
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I think the coaching ideas discussed are almost there. We do need to be careful not to overpower too much. I liked the idea of specialist coaches allowing the use of their specialty to boost for a drive.
I never got why retiring stars could only become something which may affect the kick off table. A half idea that a retired player who becomes a coach can give a skill/increase they gained to a player for a drive?
I never got why retiring stars could only become something which may affect the kick off table. A half idea that a retired player who becomes a coach can give a skill/increase they gained to a player for a drive?
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