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Staff Role Revamp


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I've just gotten back into TEW for the first time since 2013 and I'm generally enjoying it so far, but I'm noticing the staff portion of the game and their roles appear to be pretty limited unless I'm missing something.

 

Having played the Football Manager series, they recently revamped a lot of the staff so everything is more categorized rather than being lumped under one label of Road Agent, and each staff member has specific attributes they will need to excel in that role. It's something that can really help add to the immersion as you're basically putting your own team together, and each role counts.

 

A few roles to consider in TEW for example:

 

Trainers

The Head Trainer will meet with you every month to provide feedback collected by all trainers on trainees/graduates, your best developmental prospects, in addition to needing specific attributes in order to teach them psychology, promos, selling etc. Who is ready for a call-up to the main roster? How is a worker recovering from injury coping with training?

 

Talent Relations

This would basically be your scouting department. They're watching your company, they're watching the developmental territory, they're watching other companies, and they're watching free agents. They're then compiling reports to present to you during monthly meetings. They're making suggestions on who could/should be recruited or who could/should be cut from the roster, and will begin negotiating with incoming talents after you give them the green light (should you trust their judgement). You would still have the final say on signing/releasing the talent or not but I feel it could serve as a useful tool to have Talent Relations in place with the option of how important their role is.

 

Road Agents/Producers

Pretty much what we have now, but maybe this could branch out so that there are certain agents who work better as creative backstage producers for promos and cinematic vignettes etc, while others are more in their element when it comes to overseeing matches with a good eye for psychology. Traits such as work ethic, creativity, psychology, man-management skills, and passing on their knowledge to others could all play big roles on either path.

 

Writers & Bookers

This would probably be most logical to apply to larger scale companies as we do a lot of the booking ourselves. However if we have multiple brands or shows, whether it be developmental or a 'B show' on the main roster, we may want to assign a show to another writer/booker to ease the load on ourselves. Maybe they could even collaborate with you on the shows you're booking and offer advice or counter ideas, based on ratings, a person's character or where the storyline is going. On the other side of the coin, we could relay to them what we would like to see be the focus on a particular show they're putting together.

 

Medical Staff

The better the medical staff you hire, the sooner a worker may be able to come back from injury, and the less chance there would be of setbacks during the worker's recovery. With the nature of the game, injury misdiagnosis could be an issue that creeps into play depending on a medical worker's attributes, as well as them giving you the right or wrong kind of feedback on when workers will be ready to return.

 

For all I know a lot of this could be in here and I just haven't seen it yet (I'm still kinda getting used to everything again), but if not then it may be something to consider for that extra layer of realism.

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<p>I'm not convinced Medical Staff has ever been a particularly good inclusion in simulation games. Like it rarely costs enough more money to have a good one to be a tough decision, you get the best one available and your guy who's rating is 98 makes all your other guys magically heal faster regardless of their injury and maybe makes their bones sturdier somehow also.</p><p> </p><p>

There's probably a nuanced way to do it that would make sense where certain stats impact certain aspects of certain types of injuries, but if it was done in a way to make sense it probably wouldn't be impactful enough to feel worthwhile.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LloydCross" data-cite="LloydCross" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51158" data-ipsquote-contentclass="forums_Topic"><div><p> There's probably a nuanced way to do it that would make sense where certain stats impact certain aspects of certain types of injuries, but if it was done in a way to make sense it probably wouldn't be impactful enough to feel worthwhile.</p></div></blockquote><p> </p><p> Out of the Park Baseball has medical staff with attributes for particular body parts. Seems a bit convoluted.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="LloydCross" data-cite="LloydCross" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="51158" data-ipsquote-contentclass="forums_Topic"><div>I'm not convinced Medical Staff has ever been a particularly good inclusion in simulation games. Like it rarely costs enough more money to have a good one to be a tough decision, you get the best one available and your guy who's rating is 98 makes all your other guys magically heal faster regardless of their injury and maybe makes their bones sturdier somehow also.<p> </p><p> There's probably a nuanced way to do it that would make sense where certain stats impact certain aspects of certain types of injuries, but if it was done in a way to make sense it probably wouldn't be impactful enough to feel worthwhile.</p></div></blockquote><p> </p><p> That's a fair point.</p><p> </p><p> Admittedly the first issue that came to mind (wrestling-related) was CM Punk, but that was something like 6 years ago. It seems to be a more common occurrence in regular sports where medical staff i.e. physios and sports scientists are on hand every day during training, but maybe there could be something in botching estimated return dates and beginning a stage in the recovery process too early. You could maybe even throw nutritionists into this bracket too if you really want to go more in-depth (which could play a role in wrestling if you're wanting somebody to trim down or put on some extra muscle). For example we've seen in the past when workers have been taken off TV for a few months, even up to a year until they trim off some of the weight.</p><p> </p><p> I think the big catch is a larger company could have more perks available to them and more specialized options that can help a worker's progress along faster due to the level of expertise on standby, whereas a smaller independent company has the basics at their disposal and more guesswork is involved, which of course would come with its own risks.</p>
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I’ve always been for staff having more of an impact. Especially a creative team.

 

That said I don’t think many people could name any medical staff in the wrestling world. So probably not a worthy inclusion.

 

Yeah that did cross my mind as well as a stumbling block. Basically we'd have Francois working for every company lol.

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That's a fair point.

 

Admittedly the first issue that came to mind (wrestling-related) was CM Punk, but that was something like 6 years ago. It seems to be a more common occurrence in regular sports where medical staff i.e. physios and sports scientists are on hand every day during training, but maybe there could be something in botching estimated return dates and beginning a stage in the recovery process too early. You could maybe even throw nutritionists into this bracket too if you really want to go more in-depth (which could play a role in wrestling if you're wanting somebody to trim down or put on some extra muscle). For example we've seen in the past when workers have been taken off TV for a few months, even up to a year until they trim off some of the weight.

 

I think the big catch is a larger company could have more perks available to them and more specialized options that can help a worker's progress along faster due to the level of expertise on standby, whereas a smaller independent company has the basics at their disposal and more guesswork is involved, which of course would come with its own risks.

 

I'd argue the CM Punk situation is already represented in the game. It seems less a situation of medical workers not having being skilled enough and more a case of them all being employed by an organization whose goal was to get him working as soon as possible to the detriment of long term health. To that end, TEW already has the ability to put workers that aren't fully recovered into tons of matches and cause them longer term harm.

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