A new skill category from coaches will help to affect how well teams will get along.
As with their other skills, the Chemistry skill for coaches will be directly applied to all players on the game roster:
Skill: 1 (Horrible) - all players suffer 2 pts of chemistry "loss"... a move away from 5.5.
Skill: 2 - 3 (Poor) - all players suffer 1 pt of chemistry "loss"... a move away from 5.5.
Skill: 4 - 6 (Average) - there is no affect on player chemistry.
Skill: 7 - 8 (Good) - all players gain 1 pt of chemistry... a move towards 5.5.
Skill: 9 (Excellent) - all players gain 2 pts of chemistry... a move towards 5.5.
As with their other skill modifiers, a player's skill cannot go beyond 1 or 9, however, with chemistry it will be slightly different.
If a player's modified chemistry is lower than 1.0 or higher than 9.9 it will automatically get readjusted back to 1.0 or 9.9 (respectively). On the positive side, if the modifier would bring the player's chemistry past 5.5, the chemistry will be re-adjusted to 5.5. For example, a coach with excellent chemistry would provide a 2 pt bonus towards the middle... the player has a chemistry of 4.7. The 2-pt bonus is applied and the player would have a chemistry of 6.7... which is actually worse! So we re-adjust the chemistry to automatically be 5.5 since it went past that threshold.
I *may* change the modifier from 2 and 1 to 1.5 and 0.75, however, I like to keep things inline. It will depend on what testing reveals.
Existing coaches will automatically have a 5 chemistry, meaning they will give no benefit or penalty. New coaches will have chemistry randomly generated like their other skills.
Developments on deck for UHS
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