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Coaches, training, and progression.
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Coaches, training, and progression.
I know this has been discussed before but can someone please point me in the right direction or explain to me the best way to actually train and progress players? There’s never been any real clear answer on the coach’s +’s and -‘s and how much (or if at all) the affect player progression. This is an area that all of us franchise guys want to see improved every year but it never gets touched. At the very least there could be come clarification on how it works and how to take the most advantage of the system that does exist.
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Re: Coaches, training, and progression.
I echo this question...why is it that when I change ALL coaches during spring training the crappy stats still remain. Every coach can have plusses but regardless my players have a -4 for fielding at the start of the regular season.
Please understand that I don't sim my franchise so I don't know what future seasons hold. (Seriously, I've never simmed my Franchise!). Maybe I should to see what happens, some of you know this better than me.Padres fan since '83.
Was present for an Ozzie backflip in St. Louis when I was 4...changed my life.
I live for this. -
Re: Coaches, training, and progression.
The way I've always understood the coach impact on attributes is in-game, not on progression.
So a coach that gives a +3 to power, that results on a +3 to each player's power in-game but wouldn't provide an additional +3 to power as it progresses over time.
I don't have any sources to back that up, though. It's just been my impression over the years
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Re: Coaches, training, and progression.
An new, updated progression and regression system is probably number one on my list for requested franchise features.
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Re: Coaches, training, and progression.
The way I've always understood the coach impact on attributes is in-game, not on progression.
So a coach that gives a +3 to power, that results on a +3 to each player's power in-game but wouldn't provide an additional +3 to power as it progresses over time.
I don't have any sources to back that up, though. It's just been my impression over the years
Sent from my SM-G970U using Operation Sports mobile appPadres fan since '83.
Was present for an Ozzie backflip in St. Louis when I was 4...changed my life.
I live for this.Comment
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Re: Coaches, training, and progression.
The way I've always understood the coach impact on attributes is in-game, not on progression.
So a coach that gives a +3 to power, that results on a +3 to each player's power in-game but wouldn't provide an additional +3 to power as it progresses over time.
I don't have any sources to back that up, though. It's just been my impression over the years
Sent from my SM-G970U using Operation Sports mobile app≡Comment
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Re: Coaches, training, and progression.
I know this has been discussed before but can someone please point me in the right direction or explain to me the best way to actually train and progress players? There’s never been any real clear answer on the coach’s +’s and -‘s and how much (or if at all) the affect player progression. This is an area that all of us franchise guys want to see improved every year but it never gets touched. At the very least there could be come clarification on how it works and how to take the most advantage of the system that does exist.
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The simple answer. I leave training on auto. While there are areas of the game I could immerse myself in, training, like manual scouting would just become too much. Put players, especially prospects, in the right league. And yes, get coaches with all positive attributes. My post at the end of this thread gives guidelines that I've found works best. I'll typically check progression/regression every other month. I'll also typically not promote/demote during the season unless it looks like potential could be affected or a player's clearly outmatched.
While I wholly stand by everything above, I agree with your statement that this needs to be improved, especially with the current progression system. As a team builder, sim only, franchise player, I see results doing the above. I'm very much a free swinger, and could see me absolutely burying even the best allstars if I were to try and bat every pitch of a franchise.Comment
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Re: Coaches, training, and progression.
The simple answer. I leave training on auto. While there are areas of the game I could immerse myself in, training, like manual scouting would just become too much. Put players, especially prospects, in the right league. And yes, get coaches with all positive attributes. My post at the end of this thread gives guidelines that I've found works best. I'll typically check progression/regression every other month. I'll also typically not promote/demote during the season unless it looks like potential could be affected or a player's clearly outmatched.
While I wholly stand by everything above, I agree with your statement that this needs to be improved, especially with the current progression system. As a team builder, sim only, franchise player, I see results doing the above. I'm very much a free swinger, and could see me absolutely burying even the best allstars if I were to try and bat every pitch of a franchise.JUUUUUUUST A BIT OUTSIDEComment
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Re: Coaches, training, and progression.
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Re: Coaches, training, and progression.
Personally, I use Single A as injury feeder for my AA/AAA teams. If a player has A or B potential and is under 60-63ish OVR, I'll try and stash em in Single A to aid in their progression (hopefully). No actual gameplay there means its less likely a player will regress while there.Comment
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Re: Coaches, training, and progression.
Option years are only from MLB to minor leagues. 1 option per year. Meaning you can recall and send down a player as often as you want for 3 years before said player would be exposed to the waiver wire. The transaction handbook should define this in game, i think (been awhile since i needed to look at it).
Personally, I use Single A as injury feeder for my AA/AAA teams. If a player has A or B potential and is under 60-63ish OVR, I'll try and stash em in Single A to aid in their progression (hopefully). No actual gameplay there means its less likely a player will regress while there.JUUUUUUUST A BIT OUTSIDEComment
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Re: Coaches, training, and progression.
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Re: Coaches, training, and progression.
The way I've always understood the coach impact on attributes is in-game, not on progression.
So a coach that gives a +3 to power, that results on a +3 to each player's power in-game but wouldn't provide an additional +3 to power as it progresses over time.
I don't have any sources to back that up, though. It's just been my impression over the years
Sent from my SM-G970U using Operation Sports mobile app
Ooohhh now I get it! Damn! Thanks man.Comment
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Re: Coaches, training, and progression.
Its really a balancing act. My post at the end of this thread gives guidelines that I've found works best. If a player is too good for AA, he can lose potential if left there too long.
Invalid link for me. Could you give a quick tldr
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Re: Coaches, training, and progression.
If a player has A or B potential, or they're on the edge of my arbitrary guidelines, I may opt down, to let em progress quicker by murdering lesser talent. If there are players older than my guidelines, I'll typically bump them up a tier to sit on the bench and let youth get get more playing time. I will only start a draftee in AAA if he's above 70 OVR.
The blueprint I follow for franchise has changed ALOT this last year, but these guidelines have done me well no matter what team I'm rebuilding.
Here's the vid that helped shape my guidelines.
Edit: I typically leave players where they are all year. If I do move players it'll be 1st of july and/or august. If I promote from AA to AAA, said player MUST surpass the guy above him on the depth chart. Pitchers must pass 2 or 3 above him. If I demote a player due to bad stats, I'll typically promote a benchwarmer, and whoever the current bench guy is moves to the lineup.Comment
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