Hockey Manager -- Tell me what you think
Posted: Fri Oct 18, 2013 11:38 pm
My love of Hockey simulators started back with the first simulator Eastside produced and has continued ever since. With the lack of updates and improvements made to EHM 2007 I went searching for replacements.
Franchise Hockey Manager seams to be the only real alternative to EHM and after months of waiting for real results in their development I have become disenfranchised.
With all that I started thinking of how to take the hockey simulator forward and how one could develop something that is truly original and fun.
My background:
Age: 47
Education: Marketing
Work history: 10 years in network administration, 3 Years in wireless related R&D
I would love to hear your feedback and interest level in developing the project that follows.
For now lets call this project:
The Hockey Manager Googolplex
First off, like we are all accustomed, you will be able to simulate Games/Seasons/Playoffs. You will be able to sign free agents, trade players, hire coaches/trainers and scouts and so on.
The end goal will be to have a completely historical league option. (There will have to be much thought put into how the players will be rated and how their stats will change playing in different eras.)
New / Revamped Features:
Player Potential:
Player potential has been far too static in the simulators to this point especially from the ages of 14-17. Years ago Angelo Espisito was rated to be the "Next" star but through situation and/or events he later turned out to be a bust. What is envisioned for player potential to have a more fluid system. Every year a player will have a base potential then year over year until 27 the potential can be raised or lowered. Several factors will work to determine if you have a recipe for success or failure on your team. The better your scouts/trainers/coaches the better idea you will have in creating the right circumstances.
Chemistry:
Though eluded to in other Hockey simulators chemistry has never really had its full effect. In HMG the chemistry of the players,coaches and hockey market will play a much more significant role.
Training:
This will be the most extensive package in the game because if we wanted to play a hockey game there are numerous titles like EA's NHL 2014 that we could purchase and play. The SIM community from my experience wants to make his/her team better by "managing" the team more effectively than other humans or the computer.
If you have the coaching option selected that you will have to choose a drill and tactics routine for your team. Like in real leagues there are limitations as far as time as to what you can pack into a practice. Each drill/tactic will have a time factor associated with it. The players then will gain and/or lose attributes according to their activities. So what that means is young players will be able to advance quickly physically but it will take them a while to gain the mental aspect. Older players will loose physical stats quicker than younger players when injured/ off-season/ not training but they will likely have mental attributes that are much higher. (This is all done to mimic the lifespan of a hockey player.)
Marketing / Public relations:(Able Turn On/Off)
This will be an option for the real SIM fans. To put bluntly you need to put bums in the seats. Poor attendance will lower not only the operating budget for the team but also the moral. You will need to become adept at handling scandalous behavior, bad press, and accidents. The more good PR out there the more income flow you will have for things like new arenas, training research, and better training facilities.
When turned off the AI (Artificial Intelligence) will take over but effects good and bad will be greatly reduced.
Trainers/ Team Doctors:
The better your trainers/ doctors the fewer injuries you will receive. Trainers will also reduce recovery times, increase physical training effectiveness, and increase moral. Your doctors and trainers will also be able to spot problems with mental state, sight and hearing and in some cases improve a player greatly.
Year End Reviews:
Every Player, Coach, Trainer, and Scout will receive a year end review and your job as General Manager will be to take action on the review. Take the wrong action and the individual will regress.
Coaches/ Trainers/ Scouts/ Managers:
As GM you will need to choose action plans for your staff. Do it right and they will get better. Do it wrong and they will get worse. Be careful though because if you make them too good and other teams will poach them in the off season. Unlike players the staff is not bound by contracts. If their career advances or they are paid substantially more they will be gone.
Advanced Training Camp: (Able Turn On/Off)
Like in the real Hockey Leagues training camp will be the most important thing you do all year. In advanced mode you will have to dispatch your staff to perform extra duties/drills/activities on a player by player basis. The quality of your staff will determine the advice you receive daily. The better your staff the more correct recommendations you will receive.
Rules Committee: (Able Turn On/Off)(League Level)
As a GM you will be able to lobby for rule changes. The more money you dedicate to changes the more likely the rule will be changed. Unlike most other features there is no way to gauge what the rule change will do. If you take out fighting in one league it may increase goals scored by 15%, increase the effectiveness of all players under 5' 10", decrease career ending injuries by 50%, and increase career length by 40%. In your next league the same rule change could result in 25% chance to increase injuries, reduce career length by 25%, and increase career ending injuries by 75%.
Change a rule and it will be in effect for a minimum of 1 year. Effects increase injuries and reduce goals will be easier to change back. Trying to change a rule because it adversely affects your team because of size and/or player types and you could be out in the cold.
Research and Development: (Able Turn On/Off)
Exactly what it says. You will be given options of what you would like to research with an approximate cost and time line. Events in the game or media could help or hinder your project. Once completed the R&D item tree will open up a new item to research. The more successful you are in Marketing and on ice performance the more money and resources you can put towards researching various branches.
To even the playing field the bottom 3 teams will randomly generate a needed adaptation for thier team at a greatly reduced cost and timeframe.
The effects of R&D generally will have the greatest effects on developing teams and only by a very small amount.
Player Generation:(Able Turn On/Off)(League Level)
A large number of SIM players desire a player they can create with some of the attributes they desire. Now too often in the past these generators have been flawed in that the player created was either a god or in certain cases complete rubbish. In HMG you will be able to generate a player named by you, for the cost of a first round pick, with the height, weight, position, and play style you choose. Initially he will start as a "Gifted" hockey player. A step above a regular player. Then for about 20 mins you will choose 6 activities that will make him a better/worse player. After each activity it will analyze the results and the type of activity and advance/ reduce his attributes and/or potential.
Franchise Hockey Manager seams to be the only real alternative to EHM and after months of waiting for real results in their development I have become disenfranchised.
With all that I started thinking of how to take the hockey simulator forward and how one could develop something that is truly original and fun.
My background:
Age: 47
Education: Marketing
Work history: 10 years in network administration, 3 Years in wireless related R&D
I would love to hear your feedback and interest level in developing the project that follows.
For now lets call this project:
The Hockey Manager Googolplex
First off, like we are all accustomed, you will be able to simulate Games/Seasons/Playoffs. You will be able to sign free agents, trade players, hire coaches/trainers and scouts and so on.
The end goal will be to have a completely historical league option. (There will have to be much thought put into how the players will be rated and how their stats will change playing in different eras.)
New / Revamped Features:
Player Potential:
Player potential has been far too static in the simulators to this point especially from the ages of 14-17. Years ago Angelo Espisito was rated to be the "Next" star but through situation and/or events he later turned out to be a bust. What is envisioned for player potential to have a more fluid system. Every year a player will have a base potential then year over year until 27 the potential can be raised or lowered. Several factors will work to determine if you have a recipe for success or failure on your team. The better your scouts/trainers/coaches the better idea you will have in creating the right circumstances.
Chemistry:
Though eluded to in other Hockey simulators chemistry has never really had its full effect. In HMG the chemistry of the players,coaches and hockey market will play a much more significant role.
Training:
This will be the most extensive package in the game because if we wanted to play a hockey game there are numerous titles like EA's NHL 2014 that we could purchase and play. The SIM community from my experience wants to make his/her team better by "managing" the team more effectively than other humans or the computer.
If you have the coaching option selected that you will have to choose a drill and tactics routine for your team. Like in real leagues there are limitations as far as time as to what you can pack into a practice. Each drill/tactic will have a time factor associated with it. The players then will gain and/or lose attributes according to their activities. So what that means is young players will be able to advance quickly physically but it will take them a while to gain the mental aspect. Older players will loose physical stats quicker than younger players when injured/ off-season/ not training but they will likely have mental attributes that are much higher. (This is all done to mimic the lifespan of a hockey player.)
Marketing / Public relations:(Able Turn On/Off)
This will be an option for the real SIM fans. To put bluntly you need to put bums in the seats. Poor attendance will lower not only the operating budget for the team but also the moral. You will need to become adept at handling scandalous behavior, bad press, and accidents. The more good PR out there the more income flow you will have for things like new arenas, training research, and better training facilities.
When turned off the AI (Artificial Intelligence) will take over but effects good and bad will be greatly reduced.
Trainers/ Team Doctors:
The better your trainers/ doctors the fewer injuries you will receive. Trainers will also reduce recovery times, increase physical training effectiveness, and increase moral. Your doctors and trainers will also be able to spot problems with mental state, sight and hearing and in some cases improve a player greatly.
Year End Reviews:
Every Player, Coach, Trainer, and Scout will receive a year end review and your job as General Manager will be to take action on the review. Take the wrong action and the individual will regress.
Coaches/ Trainers/ Scouts/ Managers:
As GM you will need to choose action plans for your staff. Do it right and they will get better. Do it wrong and they will get worse. Be careful though because if you make them too good and other teams will poach them in the off season. Unlike players the staff is not bound by contracts. If their career advances or they are paid substantially more they will be gone.
Advanced Training Camp: (Able Turn On/Off)
Like in the real Hockey Leagues training camp will be the most important thing you do all year. In advanced mode you will have to dispatch your staff to perform extra duties/drills/activities on a player by player basis. The quality of your staff will determine the advice you receive daily. The better your staff the more correct recommendations you will receive.
Rules Committee: (Able Turn On/Off)(League Level)
As a GM you will be able to lobby for rule changes. The more money you dedicate to changes the more likely the rule will be changed. Unlike most other features there is no way to gauge what the rule change will do. If you take out fighting in one league it may increase goals scored by 15%, increase the effectiveness of all players under 5' 10", decrease career ending injuries by 50%, and increase career length by 40%. In your next league the same rule change could result in 25% chance to increase injuries, reduce career length by 25%, and increase career ending injuries by 75%.
Change a rule and it will be in effect for a minimum of 1 year. Effects increase injuries and reduce goals will be easier to change back. Trying to change a rule because it adversely affects your team because of size and/or player types and you could be out in the cold.
Research and Development: (Able Turn On/Off)
Exactly what it says. You will be given options of what you would like to research with an approximate cost and time line. Events in the game or media could help or hinder your project. Once completed the R&D item tree will open up a new item to research. The more successful you are in Marketing and on ice performance the more money and resources you can put towards researching various branches.
To even the playing field the bottom 3 teams will randomly generate a needed adaptation for thier team at a greatly reduced cost and timeframe.
The effects of R&D generally will have the greatest effects on developing teams and only by a very small amount.
Player Generation:(Able Turn On/Off)(League Level)
A large number of SIM players desire a player they can create with some of the attributes they desire. Now too often in the past these generators have been flawed in that the player created was either a god or in certain cases complete rubbish. In HMG you will be able to generate a player named by you, for the cost of a first round pick, with the height, weight, position, and play style you choose. Initially he will start as a "Gifted" hockey player. A step above a regular player. Then for about 20 mins you will choose 6 activities that will make him a better/worse player. After each activity it will analyze the results and the type of activity and advance/ reduce his attributes and/or potential.