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Football Mogul 24

 
 

SCOUTING REPORT

Section I: Interface
Section II: Player Ratings

Section III: Statistics

Section I: Interface

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 on 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 their contract is about to expire. Otherwise, this button will be disabled. Players tend to be less willing to renegotiate contracts early in the season. After the Super Bowl, any player with a contract that is about to expire will be willing 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.

Changing Positions

To change the listed position for a player, click on the position shown at the top of the player's Scouting Report:

Click here to change the player's position

Changing a player's position will change how he is used in games (click here for more info).

Changing positions will also negatively affect some of the player's ratings. For example, changing an offensive lineman from 'Guard' to 'Tackle' will reduce his Pass Blocking rating by about 3-5 points (because tackles have more pass blocking responsibilities, guards tend to not perform as well at this job whem converted to tackles).

Section II: Player Ratings

Player talent and skill is defined with numeric ratings in a number of categories, using the following benchmarks:

    90: Superstar (capable of MVP-level performance)
    80: Star player (frequent Pro Bowl selection)
    70: Average NFL starter (among the top 25 players on a team)
    60: Solid backup player (among the top 53 players in an organization)
    50: Roster player (able to compete for a roster spot)

A rookie's ratings will increase as they mature. You will notice a drop in ratings with age or serious injuries. Investing in a team's scouting system will increase the accuracy of player ratings.

If you are playing in Owner Mode, the amount your spend on your Scouting Department will affect the accuracy of your ratings.

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 avoid sacks.

Ratings for all "Skill Positions" (Quarterbacks, Running Backs, Fullbacks, Tight Ends and Wide Receivers):

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 effectively 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.

Speed: Overall speed and maneuverability. It impacts both a player's rushing ability and receiving ability. (A player's Speed Rating will decline as he ages, even though his 40-yard dash time always reflects his speed on the day of the NFL combine).

Power: For rushers, this is the ability to break tackles or "move the pile"; it is primarily manifested on rushes between the tackles in short yardage situations, and also in yards gained after first contact by a defender. For receivers, it also reflects the player's ability to compete for the ball in tight spaces (such as the end zone) — either by outjumping the defender or by creating separation.

Quickness: The ability to corner and change direction quickly, primarily reflected in the player's ability to evade tacklers. For receivers, this affects the player's success running tight routes and breaking free from man coverage.

Vision: The ability to see the field and find the best line to avoid tacklers. This also includes the ability to get to the first down marker in the open field, and to catch the ball in a position to gain yards after the catch.

Receiving: The player's aggregate skill as a pass receiver, on top of his natural abilities (such as Speed, Power, Quickness and Vision). This ability is primarily about the ability to run patterns, but also includes the learnable components of beating a defender and 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.

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

Run Blocking: The player's ability to block defenders on run plays. This is especially important for Tight Ends and Fullbacks.

Pass Blocking: The player's ability to block defenders on pass plays. This includes both the ability to protect quarterbacks (such as with Running Backs) and the ability to make downfield blocks on screen passes and open-field breakaways (such as with Wide Receivers).

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.

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.

Tackling: The ability to bring down a ball carrier and/or make open-field tackles. This skill is useful on both run plays and pass plays.

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.

Punt Accuracy: A punter's ability to gain hang time and place the ball when kicking. A higher rating will lead to fewer touchbacks and a greater ability to pin the opposing team deep in territory.

Punt Distance: Run punting distance. This is most useful when punting from your own territory, and is generally reflected in the punter's average punt distance.

Section III: Year-By-Year Stats

G: Games Played

GS: Games Started

Abbreviations for Quarterbacks (shown from left to right)

Att: Pass Attempts

Comp: Pass Completions

Pct: Completion Percent

Yards: Passing Yards

Yds/Att: Yards Gained per Pass Attempt

TD: Passing Touchdowns Thrown

Int: Interceptions Thrown

Rating: Passer Rating (aka 'QB Rating')

Rush: Rush Attempts. Includes positive yardage gains on QB "scrambles" (losses are counted as sacks).

Yds: Rushing Yards

Sacks: Times Sacked

Yds: Total Yards Lost from Times Sacked

Abbreviations for Running Backs, Wide Receivers, and Tight Ends (from left to right)

Rush: Rushing Attempts

Yards: Rushing Yards

Avg: Yards per Rush

TD: Rushing Touchdowns

Fum: Fumbles

Tgts: Times Targeted (as a receiver)

Rec: Receptions

Yards: Receiving Yards

Avg: Yards per Reception

TD: Receiving Touchdowns

YAC: Yards After Catch (per reception)

1st: First Downs (gained on pass receptions)

CR: Catch Rate (receptions / times targeted)

PRet: Yards gained per Punt Return

KRet: Yards gained per Kick Return

TD: Return Touchdowns (on Punt Returns and/or Kick Returns)

Abbreviations for Offensive Linemen (from left to right)

Yds/Rush: Rushing Yards per Rush on running plays to the lineman's part of the field.

Sacks Allowed: The number of sacks charged against this linemen. The official score will often divide the blame for a sack between two or more players, leading to fractional "sacks allowed".

Penalties: The number of penalties committed as an offensive lineman. The most common penalties are "Holding" (10 yards) and "False Start" (5 yards).

Pen-Yds: Total yards awarded to the opposing defense on penalties committed by this player.

Abbreviations for Defensive Players (from left to right)

Tackles: Total Tackles ("Solo Tackles" plus "Assisted Tackles")

Tk/G: Tackles per Game

Solo: Solo Tackles

Asst: Assisted Tackles (tackles that the player assisted on)

FF: Fumbles Forced

PD: Passed Defensed (aka 'Knockdowns')

Int: Interceptions

TD: Defensive Touchdowns (on an interception or fumble recovery)

PRet: Yards gained per Punt Return

KRet: Yards gained per Kick Return

TD: Return Touchdowns (on Punt Returns and/or Kick Returns)

A Note On "Tackles"

"Tackles" have been an official stat since 2001, but there is still some confusion about what the term means. For example, CBS Sports and NFL.com both show Luke Kuechly with 164 Tackles in 2012. But Pro-Football-Reference only gives him 103 tackles.

This is because CBS and the NFL are adding together "Solo Tackles" and "Assisted Tackles", but Pro-Football-Reference is showing "Solo Tackles" (with a column next to it for "Assisted Tackles").

ESPN adds more confusion. Instead of a column called "tackles", they have a column called COMB (for "combined") and one called TOTAL. This doesn't clarify anything, because "total" and "combined" are essentially synonyms, both meaning to "add up".

For Football Mogul, we use the official NFL definition:

[A tackle is] recorded when a defensive player makes contact with an offensive player, forcing him to go to the ground. Tackles can be recorded as either "solo tackles" or "assisted tackles".

In other words, "tackles" includes both "solo tackles" and "assisted tackles". For every tackle that occurs in the simulation, Football Mogul will either award a "solo tackle" to one defensive player, or an "assisted tackle" to two different players.

Abbreviations for Kickers (from left to right)

PAT: Points After Touchdown (aka 'Extra Points')

FG<30: Field Goals/Field Goal Attempts, at distances less than 30 yards

30-39: Field Goals/Field Goal Attempts, at distances from 30 to 39 yards

40-49: Field Goals/Field Goal Attempts, at distances from 40 to 49 yards

50+: Field Goals/Field Goal Attempts, at distances of 50 yards or more

FG%: Overal Field Goal success rate

LG: Longest Field Goal

Pts: Total points scored from Field Goals and Extra Points

Abbreviations for Punters (from left to right)

Punts: Number of punts

Yards: Total Yardage of all punts combined

Avg: Average Punt Distance

LG: Longest Punt

TB: Touchbacks (number of punts kicked into endzone)

 

 
     
   

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