Intro
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Object of the Game
Strategy

Teams
The Team Menu
Offense Dialog
Defense Dialog
Special Teams Dialog

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The Players Menu
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Scouting Reports

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The Budget Menu
Tickets Dialog
Concessions Dialog

Broadcast Dialog
Expenses Dialog

Tools
The Tools Menu

City Editor
League Editor
Stadium Editor
Fantasy Draft

Options

Game Files
The Game Menu
New Game Dialog
Editing Players
Creating New Players

Miscellaneous
Did You Know?

     
 

SCOUTING REPORT

This dialog contains a variety of buttons.

  • The 'Last Player' and 'Next Player' buttons let you view adjacent players on the same team as the player viewed. If the player is a Free Agent or College Player, these buttons simply let you traverse the players of that type.
  • The 'Go Get' button is only shown for players that aren't on your team. Hitting this button for a free agent will take you to the Free Agent Dialog where you can negotiate with the player for a contract. Otherwise this button will take you to the Trades Dialog where you can discuss a trade arrangement with the player's current team.
  • The 'Negotiate' button is only shown for players your own team. It lets you bring up the Contract Dialog to renegotiate a player's contract. Players will only be open to contract renegotiation if either (a) their contract is about to expire; or (b) they are unhappy with their current contract. Otherwise, this button will be disabled. Players tend to be less willing to renegotiate contracts early in the season, by the end of the season, any player with a contract that is about to expire will be will to renegotiate.
  • The 'Help' button brings up this help screen.
  • The 'Done' button closes the Scouting Dialog when you are done viewing the player data.

The Scouting Report display consists of three sections:

Section I: Basic Information on the Player

This area includes the players name, age, salary and the like. The position shown (in capital letters) indicates the player's most suited position. The average professional football salary is about $750,000. The league minimum is $209,000. Because there is no inflation in Football Mogul, these figures stay roughly the same throughout the simulation.

Section II: Talent Assessment

This assessment consists of numeric ratings in a number of categories. A rookie's ratings will increase as he matures. You will notice a drop in ratings with age or serious injuries. A 75 indicates average NFL ability in an area.

A good scout can notice changes in a player before the stats bear out those changes, so pay your scouts well.

Ratings for Quarterbacks

Accuracy: The Accuracy rating indicates the Quarterback's ability to throw a pass on target to a receiver. Quarterbacks with high Accuracy ratings will complete a large percentages of their passes.

Distance: The higher a Quarterback's Distance rating, the longer he can throw the ball without loss of accuracy. A Quarterback with a high distance rating will tend to average a greater number of yards on each completed pass.

Control: A Quarterback's ability to make intelligent throws, or to exercise self-control in throwing the ball away, and thus avoid interceptions.

Red Zone: The Quarterback's ability to complete passes within 20 yards of the opponent's end zone. A high rating will usually be reflected by a higher number of touchdown passes.

Mobility: The reflects a Quarterback's ability to rush the ball to gain yardage. To a lesser extent, it also reflects the QB's ability to avoidi sacks.

Ratings for Running Backs, Tight Ends and Wide Receivers

Rushing: This covers the player's overall ability to gain yards on the ground. Players with higher rushing scores will be able to average more yards per rush.

Receiving: The player's aggregate ability to be a good receiver, from running a pattern, to beating a defender, to flat-out speed, to running with the ball after the catch. Players with high 'Receiving' ratings will have more balls thrown to them, and usually for more yards per catch.

Durability: This rating indicates the player's ability to rush or receive the ball effectively, many times per game, throughout an entire football season. Although a rookie might be young and healthy, he may not have yet acquired a strong 'Durability' rating because he doesn't have the skill to mislead defenses on a large number of plays per game. Players with low 'Durability' ratings who are overused may lose effectiveness as the season progresses, either through fatigue or because opposing defenses (through scouting and tape analysis) have learned the player's tricks.

Hands: The player's basic talent to hold on to the football. This helps a player make receptions and avoid fumbles.

Blocking: The player's ability to block defenders on run and pass plays. This is especially important for Tight Ends and Running Backs chosen as your starting Fullback (FB) in the Offense Dialog.

The 'Blocking' rating for Tight Ends, Running Backs and Wide Receivers is relative only to other players at the same positions. A Tight End with a Blocking rating of 80 is not necessarily a better blocker than an Offense Tackle with a 'Rush Blocking' rating of 75. But he is a better blocker than a Wide Receiver with only a 75 in the same category.

Ratings for Offensive Linemen

Rush Blocking: The lineman's ability to block defenders and create a hole for a running play. Heavier linemen tend to be better rush blockers because they can apply more force to a defender.

Pass Blocking: The lineman's ability to block rushing defenders and buy more time for the passer. Lighter linemen tend to be better pass blockers because they can react more quickly to oncoming defenders.

Discipline: The lineman's ability to keep his cool on the line in the shadow of imposing 300-pound defensive linemen. Players with higher 'Discipline' will commit fewer penalties.

Endurance: Weighing 300 pounds or more and pushing around other huge players for an afternoon can get very tiresome. Players with lower endurance ratings will suffer some loss of effectiveness near the end of many games.

Ratings for Defenders

Run Defense: The defender's ability to stop the run. Players with skill in this area will get more tackles over the course of the season, and will read the run well enough to help his team reduce opponent rushing yardage.

Pass Rush: The ability to rush the passer and either force an incompletion or cause a sack. This skill is most important in Defensive Linemen, but a Linebacker or Safety with good pass rushing skills can also help your team keep pressure on the opponent's passing game.

Pass Coverage: The ability to cover an eligible receiver and prevent a completed pass from being thrown to him. This ability is most important in Cornerbacks, whose direct job it is to cover receivers, but it is also important in Linebackers and Safeties who also have pass coverage duties.

Turnovers: The defender's ability to cause turnovers. Defensive backs (Cornerbacks and Safeties) will tend to cause more interceptions, while Defensive Linemen (Defensive Tackles and Defensive Ends) will cause more fumbles.

Ratings for Kickers and Punters

FG Accuracy: A kicker's basic ability to kick moderate range field goals through uprights.

FG Distance: A kicker's ability to succeed at long field goal attempts.

Reliability: A kicker's ability to consistently make short field goals and points after touchdowns (PATs).

Punting: A punter's overall punting ability. A higher rating yields more yards per punt.

 
     
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