|
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.
|