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How Many Coaches Will We Have? A Theory


Ashez
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How Many Coaches Will We Have? A Theory
One of the new features for FMM 2016 is the ability to use coaches, as it stands we know little about this feature apart from it'll work similar to intensive training by giving players a boost in certain areas.
 
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One question everyone has been wondering about is how many coaches we'll be able to use as one will be limiting while one per category will be overpowered. With that in mind I've come up with a theory that in my opinion shows we'll be able to have more than one, unfortunately it doesn't suggest how many we could have but it does show we could have multiple.  
 
Coaching Roles Available
 
General - All around coach, effective in developing all players but not specialised.

Defensive - Defensive coach, effective in developing defensive players and also helping slightly with defensive organisation.
 
Attacking - Effective in developing attacking players and also helping slightly with defensive movement.

Motivational - Good at keeping players spirits up and encouraging them when times are hard, they can also sometimes improve the character of players (ie. make players less lazy or more professional).
 
Goalkeeping - Effective at developing keepers.
 
Youth - Effective at developing young players.

Fitness - Effective at improving players fitness and other physical attributes.
 
The list above shows how much the coaching system will be borrowing from the current intensive training feature of FMH with the only new addition being "Youth Coach." However it's within this list that my theory takes place and it's one specific role within that list that shows we may have multiple coaches available. 
 
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The Role Which Indicates We'll Have More Than One.
 
If we were only going to be allowed one coach to focus on the team I wouldn't expect to see the goalkeeper option within this list. What use would a goalkeeping coach have for other areas of the team in FMH terms? (where heading is only trained by defensive training). The role of goalkeeper is a specialised role that couldn't be perfected by an outfield coach or one with limited experience/training so I feel it's safe to assume we'll have multiple coaches available. This in my opinion shows we'll be able to use at least two coaches as if we were only able to use one I couldn't see the game allowing us to only focus on a keeper, everyone knows every team needs a top keeper so giving him a personal trainer is almost a must. 
 
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With that in mind it's only logical to suggest we'll have at least one more to focus on an other area but even that feels somewhat limiting. Two out of seven isn't a very pleasing number so I expect we'll have around four, I feel this number is about right as we'll have to take risks on what we train instead of being overpowered, however I could see an unlockable being available where you earn more coaches, maybe it could be a "we owe you one" option. Four out of seven isn't a very scientific guess but I feel we'll be able to control at least half of the list, any less and our options will be very limiting while anymore would make the feature very overpowered. One area of which I worry about coaches is if it gets "found out" like intensive training did and I feel limiting the options to around half means you'll be forced to personalise them more to your save than a general set up you can carry over career to career. 
 
That's it for my number of coaches theory but what do you think? Make sure you leave your views and opinions in a comment
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I am really looking forward to this feature more and more I hear people talking about it. Initially I was underwhelmed by it but it is new and interesting. It could make some good content and theories and improves the game more than I thought.

 

Thanks for this Ash, you are getting me excited about what it will entail exactly.

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I was the same, the more I think about it the more excited I get now! I'm just terrified that my imagination is too big for FMM lol. That's the issue with hype work I guess as you aim high with your hopes and dreams . 

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Haha true Ashez don't get your hopes up too high! 

I'd be very happy with 4/7 coaches but I have a feeling it'd be 2 or 3 since that would better give teams an 'identity'. Unlockable to grant more coaches should be available so with that we'd probably get to 4 that way.

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Thanks for the input lads. 

Been thinking some more this came to mind:

We know coaches will act like IT while IT will still be in the game. All the areas coaches cover are also done by IT apart from Youth which is handled via game time and club facilities. 

Will this mean we have more control over IT now? Nine times out of ten we use the same system which @Dec has made popular but can that now be more personalised as coaches will pick up the slack? For example motivational is an area we normally keep low, could we now do that while employing a motivational coach? In that case we'll get all the IT benefits while also having motivation high due to the coach? If a player hates IT could you have him on a lower IT setting yet abuse a coach to still improve him? Or having a wingback on defensive IT while also working with an attacking coach, IT handles his core defensive abilities while the coach will improve his crossing etc without the IT overload issues? 

Or will coaches be less involved? ATM I'm thinking we'll have the IT menu and a seperate coach setting screen, however what if we have no coach settings and coaches just improve the standard IT? For example if you have an attacking coach the effectiveness of your attacking IT is boosted and that's it. 

This feature is either going to be amazing or an awful time sink, I don't think any new feature has ever been more on the fence! 

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I am liking your thinking Ash. I think you will get your players trained to a higher level dependent on which coaches you have. However I don't think it will be pointless if this is the case. In my eyes this can mean if you have a lot of attacking talent and they are young you can draft in an attacking coach and a youth coach. They will therefore train better and less likely to be unhappy with doing so. It can mean that as your team evolves you may need different coaches - which would be very interesting. Everyone has a certain way they want the team to play and I think this means you can get the best out of these types of players by doing so.

 

Side note: I wonder if there is an "IT" of coaches or way to implement them into it. I imagine there is but I think they may be more scenario based and could be good for improving your weakest areas or your strongest areas dependent on how you look at it.

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Or could you have multiple coaches for one role? Say two attacking coaches, you'll get a massive attack boost yet your side will be very unbalanced, very much a risk vs reward idea. However something like multiple fitness coaches could mean you have a super fit squad, or double movivational could be that added difference. Look at "average" promoted teams that do well due to passion, teamwork, hunger and desire more than skill and talent. This really could be a new way to play! 

When I say the feature could be a waste I mean as an idea. If this turns out to be just an added IT boost they may as well have just boosted IT or not bothered. I'll be extremely disappointed if this turns out to be basic and small because the idea is amazing as Vibe has shown, if this is just a gimmick for "we have something called coaches, buy me" I'll feel rather cheated tbh. 

Edited by Ashez
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Maybe bigger clubs will be able to afford more coaches? Nice preview, it's making me think...

I did think about that but I had two worries

1. It would hinder/limit the enjoyment of people who like using lesser clubs. While IRL lower clubs will likely have less coaches I feel it would limit the overal enjoyment of a new feature. I already feel some of the new features will be locked behind things (like having to use the NME) so restricting coaches wouldn't be ideal. 

2. The game will have to have a limit, if not the feature will soon become pointless. 

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To to predict the future I always look to the past. 

 

As soon as I heard some of the changes for  FMM16 I thought about Championship Manager 03/04

In that version you can personalise your training schedules like we currently do with IT. You then have coaches which you can renew contracts with or let expire and hire new coaches. I don't ever remember there being a maximum number but their wages were taken into account for your budgets. 

You can assign these coaches to the area you think they are best suited (they were rated out of 20 for attacking , defending, motivation, man management etc). Again I don't recall a limit on the number of coaches you could assign in one area but there definitely was a sweet spot. 

Some ex players would remain in the game and would have coaching stats applied. These ex players would start as a coach somewhere before becoming a manager unlike FM15 where they go directly into management.

Assistant  managers were also in the game  and you could hire them as they are or promote a coach to that position  

Along with coaches there were also physio's that you hired, some of these had good coaching stats and I would often promote them to a coach. 

 

Slightly off topic but the other reason CM 03/04 sprang to mind was that it was the first version where you could direct the play I.e down the left or right or through the middle. You could also assign a playmaker, both of these options I believe will be available in FMM16. 

 

To to me it makes sense that today's mobile devices can handle full fat computer games from 10 years ago and I wouldn't be at all surprised if we have a tarted up version of an earlier game. 

Edited by billy2shots
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Very interesting, I wish I had the past games as a reference lol. I'd love to see more about past games and how they effect or could effect FMH if you ever felt like doing content. 

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I did think about that but I had two worries

1. It would hinder/limit the enjoyment of people who like using lesser clubs. While IRL lower clubs will likely have less coaches I feel it would limit the overal enjoyment of a new feature. I already feel some of the new features will be locked behind things (like having to use the NME) so restricting coaches wouldn't be ideal. 

2. The game will have to have a limit, if not the feature will soon become pointless. 

That doesn't mean SI won't do it :P  

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