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Multiple Staff

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145705.7 in reply to 145705.6
Date: 6/4/2010 4:21:06 PM
Overall Posts Rated:
522522
I guess I just want to see something new added to the staff component of the game.

I think you misunderstood the one player boosting suggestion. I didn't mean that it would provide more income. I meant that the player would play a tiny bit better in games (kind of like how Crowd Involvement makes you play better in home games but just for this player). Anyway it is more of a suggestion to get the ball rolling so someone can come up with some new specialties for staff.

This Post:
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145705.8 in reply to 145705.7
Date: 6/4/2010 4:49:31 PM
Overall Posts Rated:
13361336
PR already boosts ingame performance. So singleing out one player is not really needed. I would like coach added to staff. Speciality suggestions welcome. Pretty hard to suggest something that would not have an ingame advantage. Perhaps better minute management, timed timeouts, end of quarter subs to protect starters from fouling etc.

This Post:
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145705.9 in reply to 145705.7
Date: 6/4/2010 5:11:22 PM
Overall Posts Rated:
4040
Boosting one player confidence by selling his jerseys to the crowd is a good one.

Doctor have to have his influence already, measured by his level. If lvl7 cannot cut in half (or less) 4 week injury, Im not sure if he has any utilization in this game.
But he could have an effect into enthusiasm which would not drop so fast or something (while could not raise more than it is limited now). Seems to me acceptable that good health have influence on this.

And there could be a coach which allows you to train player more beyond potential soft cap. So if training slows down because of it, this trainer can keep it coming for another several levels. This one would be good, because Im not sure what managers do if someone stop to train right before training of some needed levels, so have to sale a strange hybrid.