home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
DP Tool Club 31
/
CDASC_31_1996_juillet_aout.iso
/
vrac
/
footb121.zip
/
FRONT.HLP
< prev
next >
Wrap
Text File
|
1996-03-25
|
11KB
|
208 lines
`bright cyan`Front Office Help
The front office is where much of your job as owner, general
manager and head coach takes place. Here you control all the
aspects of your team, including basic play calling.
`bright cyan`Upgrade Stadium
To make money, you'll want to make sure you can have as many fans
watch your games as possible. For that reason, you can upgrade
your stadium from time to time. You begin with a small strip of
land to play your games on, and may gradually upgrade to larger
venues.
`bright cyan`Upgrade Concession Stands
Concession Stands are another revenue generating vehicle. People
who come to the game have to eat, and this is where your food booths
come in to play. You will make money on your concession stands
relative to #1 how many fans you have at the game and #2 the level
of concessions you have at the arena. Concession stands are
cumulative. When you buy the second level concession stand, you
still have the first level, as well, even though you don't actually
see that attribute listed. In addition, if you skip a level...
you will be awarded the middle level as well.
`bright cyan`Schedule a Promotion
Promotions are giveaway's that encourage fans to come to games.
Many professional teams throw special days such as key chain
giveaway night to boost attendance. You, too, can schedule a
promotion. Promotions only apply to the next home game, and cannot
be upgraded once you purchase it.
`bright cyan`Buy Public Advertising
You have to let the masses know that you're out there, and there is
no better way than by advertising. Advertising will boost attend-
ance, increase sale of merchandise and have a lasting effect in the
minds of consumers. Each day you can buy advertising for that day
only. Your wins also provide a way for you to gain fame. Although
they won't directly effect your fame rating, they will have an
unseen benefit (both getting fans to the stadium and selling things
like merchandise). After all, people don't like to watch losers.
`bright cyan`License Team Merchandise
You, with a little cash, can start selling t-shirts, hats, coats,
and more to your adoring fans. Merchandise will bring in more
revenue, however, there are production costs, too.
`bright cyan`The Salary Cap
In professional football, there is a salary cap. A Salary Cap is
an agreed on sum of player salaries. This "cap" prevents more
visible teams from becoming dominant, because of more revenue. In
Franchise Football, the "cap" creates parity among teams. Users
must make critical choices about their team, who plays where, and
how much money they'll make. The sum of all players salaries may
not exceed the salary cap number, and if they do, you will not be
allowed to add anyone until you are below the cap.
The only exception to the above, is during the draft. You may
draft players without regard to their salaries, however, in order
to do anything with those players (trade, train, or sign new
players) you must abide by the salary cap. For example, the cap
is set at $55,000,000. The sum of my players salaries is
$61,250,000 following the draft. The game will allow this team to
play games and otherwise act normally, however, in order to trade
players, train players, or sign free agents, I must release enough
players to bring my salary number under the $55,000,000 number.
I realize that the games salaries are rather high, compared to
actual professional football salaries, but the high salary cap and
the limited spaces on the roster offset this. The game play and
fairness are much more important than the accurate salaries.
`bright cyan`Change Ticket Price
As you become more and more popular, you'll be able to raise ticket
prices and still attract fans. Be wary though, the people are not
stupid, and can see when they're being fleeced. Early in the season
when teams are not well known, and the playoff hunt has not begun,
people are not as interested (they won't pay the big bucks), but
as teams gain popularity and fame, the marquee match-ups are sure to
command a steep price).
`bright cyan`Relocate Team
If you wish, you can relocate your team to a new city, but beware
it costs money to move.
`bright cyan`Change Team Nickname
You can also change your team nickname, however, again it will cost
money, and you will more than likely lose some of the reputation you
have worked hard to build up.
`bright cyan`Move into a New Arena
Not to be confused with upgrading your arena, this is a move across
town to an equivalent, but different location.
`bright cyan`Bank
The bank is a place to store your cash. Here you earn between 3 - 8
percent interest per night.
`bright cyan`Instructions
This will give you the instructions menu.
`bright cyan`? = Menu
This option shows the front office menu
`bright cyan`Play Sets
In Franchise Football (FFBL) you can call basic play setups for your
team. These are an outline for your play calls during the actual
game. While not all of your plays will be taken from this list,
you may certainly have an impact on the overall style of your teams
game through these plays.
When you select your three play sets, they will define the way
your offense and defense plays. For instance, selecting a
"Pass Long" as your offensive set #1, runs that play as your
teams primary play, or your bread and butter play. Whatever you
choose as your Offensive set #1 will be run approximately 40-50
percent of the time, set #2, 25-35 percent, and set #3 10-15
percent of the game. These ranges apply for both offensive and
defensive sets. Your exact percentages may not come out this
way. If your team is primarily a running team, but is being shut
down, there will be a good number of third down and long
situations. In these cases, passes may be called, thus throwing
your game plan out of sync. Also, if you are leading or trailing
by a significant margin, your offense may change to reflect that.
So, to summerize, the offensive and defensive play sets are
a guide, not the letter of the law.
The different sets, have different difficulties, so a screen pass
is easier to execute than a long pass, and a medium pass is
somewhere in between. If you have a great quarterback, he's not
very good if no one can catch. After all, many of the great
quarterbacks have almost equally great receivers (or at least good
ones). So, combining a difficult passing offense with poor
wide receivers, tight end, and running backs is a recipe for a
losing season.
There are eight offensive and defensive setups. They are as
follows.
`bright cyan`Offensive
`bright red`Pass Short
This setup is a high percentage pass for 3-5 yards typically
to the tight end or one of the running backs.
`bright red`Pass Medium
Using the Pass Medium setup runs a pass play for mid-yardage.
The pass play is moderately difficult, but when completed
should yield over 7 yards. These passes usually go to the
Tight End, or one of the receivers.
`bright red`Pass Long
A high difficulty and risk pass, the long pass returns the
greatest gains, often in excess of 20 yards. The Wide
Receivers will typically be on the end of a long pass.
`bright red`Run Sweep
This running play brings the designated Running Back left
or right toward the sidelines looking for a hole in the
defense to run through.
`bright red`Run Off-Tackle
The Run Off-Tackle targets the left or right side of the
offensive line to run through.
`bright red`Run Draw
The draw play is a hand-off to the Running Back from what
looks like a pass play originally. The ball carrier then
runs up the middle of the defense.
`bright red`Shotgun
The shotgun is a pass play that gives the quarterback more
time to throw the ball by placing him about three yards in the
backfield to receive the snap from center. This pass play
can result in any of the above three completions, and is
more difficult than some, less difficult than others.
`bright red`Screen
This pass play is typically to a running back, and is
completed usually at or behind the line of scrimmage, then
allowing the receiver to attempt to gain yardage by running.
This pass is the highest percentage pass, but may not gain
as many yards as others.
`bright cyan`Defense
`bright red`Pass Short
This is a defense designed to counter the offensive Pass
Short play.
`bright red`Pass Medium
Same as Pass Short, but for a medium passing play.
`bright red`Pass Long
Same as Pass Short, but for a long pass play.
Each of the pass defenses works best against the exact
offense for which it is designed, however, the others will
suffice in most cases versus any pass play.
`bright red`Run Sweep
Counters a Run Sweep for the offense.
`bright red`Run Off-Tackle
Counters a Run Off-Tackle offensive play.
`bright red`Run Draw
Counters a Run Draw offensive play.
`bright red`Pass Prevent
This defensive set is best versus a heavy passing offense.
The defense counters all passing plays and focuses on none,
thereby providing good protection against all rather than
excellent protection playing one specific setup.
`bright red`Run Prevent
The Run Prevent does much the same thing as the Pass Prevent
above, but for the run instead.
All of these defenses are simplified forms of real professional
football sets (the Nickel, 3-4, etc.) To allow less knowledgeable
players to enjoy the game, they have been so modified.
`bright cyan`Franchise Football`white` (C) 1996 `bright red`SnellaSoft