Out of the Park Developments Online Manuals
 
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Personnel Ratings and Tendencies
Like players, team personnel of all kinds have ratings. Of course, it would be silly to judge a team trainer on his ability to hit the long ball, so personnel ratings are somewhat different than player ratings. Team personnel ratings have a profound impact on your team, affecting things like player development, scouting results, and the ability of your players to recover from injuries. Personnel ratings can be edited by a commissioner on the Personnel Editor page.

Personnel pages are different for each coach type. General Managers, Managers, Hitting and Pitching coaches, Scouts, and Trainers all have different ratings, although there is some overlap.

All personnel have a reputation rating that is mostly based on past success. For some (scouts and trainers) it tends to be more a reflection of experience and ratings, but the rest is based more on results.

Ratings for unemployed personnel can be seen on the Available Personnel page. Ratings for currently employed personnel can be seen on the Coach Profile and Ratings page:



All personnel are rated in four categories: managing, coaching, scouting, and training. We will cover these ratings and a few other topics below:


Note: The above links will not work within the in-game help. However, they all simply link to sections lower in this page, so if you are reading this in-game, just scroll down to find the appropriate section!

Normal Occupation
Personnel in OOTP each have a normal occupation, which can be seen on the Coach Profile and Ratings screen or on the Available Personnel page. As with a player's assigned position, this is not a hard and fast assignment. A coach whose normal occupation is Head Coach might accept a job as a Hitting Coach, for example. However, Scouts and Trainers have some pretty different skills, so it's unlikely you'll be able to turn a Hitting Coach into a Trainer.

Rating Colors
Personnel ratings follow the same color coding system as do rating_colors.

Disabling the Personnel/Coaching Model
You can also disable the coaching / personnel system entirely if you so desire. This can be done during game creation in the Game Options page, or after game creation by navigating to OOTP Menu >> Game Setup >> Global Setup tab. If the coaching system is disabled, players will still develop, of course. However, each team will be treated as if it had average and identical personnel in all roles.

General Managers
GM Roster Strategy and Valuation ratings heavily influence how they will allocate budgets and build their rosters.

The Trading Strategy ratings determine both the frequency with which they will attempt to trade, as well as how aggressive they will be in trying to complete trades, how much they value long-time players (high loyalty GM's will be reluctant to part with fan favorites), and their general preference for younger players or veterans.

(Note: the new GM ratings are mostly similar to what previously were global options – the new GM ratings now override them, so individual GM's have more "personality", rather than one uniform profile for all of them.

Managers and Bench Coaches
Aside from their reputation, managers should be judged based on their personality, strategy, and style.

Manager Personality can be one of Personable, Easygoing, Normal, Temperamental, or Controlling. Each personality will affect his relationship to the players on the team. A personable manager will tend to be friendlier with the players, but may not have as much control in the room if the team is going through a tough stretch. A controlling manager is more of the opposite – while some players will respect his style, many will not enjoy playing for him. However the controls should help the clubhouse from devolving into chaos. A temperamental manager will tend to either love players or hate them, however there is often a reason that manager has made it that far despite his personality. An easygoing manager will go with the flow – the players like him in good times, but might not in tough times.

Manager Style will often dictate their game strategy, and will reflect their mentality when managing: Conventional, Sabermetric, Smallball, Tactician, or Unorthodox. The text of the "Personality and Style" description will elaborate on the exact implications of their style.

Roster Strategy for managers will guide how they build their lineups – a manager that heavily favors prospects will be more willing to give the young player a chance, for example.

The Relationships tab for managers has 2 panes, relationships and development. Relationships describe both the general overall impression the team has of the manager, as well as detailing which players will have good or bad relationships with the manager. Development Influence indicates which players whose development the manager will be particularly effective (high) or ineffective (low) at influencing.

Bench Coaches have the same personality, style, and strategy ratings types as managers. Their training effects on players are slightly different, focusing more on running and fielding than other areas.

Hitting and Pitching Coaches
Coaches are mainly guided by their focus: Hitting coaches may be focused on power, contact, patience, or neutral; pitching coaches focuses are power, finesse, groundball, or neutral. They will emphasize development and improvements based on their tendency – power hitting coaches will tend to help all players' power ratings increase, for example.

The focus also defines players who the coach will work best with - a power hitter will tend to get a better overall improvement from a power focused hitting coach. The Relationships tab indicates which players are classified as belonging to the same style as the coach.

Scouting
Personnel are rated on 5 different scouting ratings. However, these are covered in detail in the screen on Scouting Directors.

Trainers
Traubers are rated on their ability to heal and prevent injuries to specific areas of the body. A higher heal rating means players with those injuries will heal more quickly, possibly more quickly than the original estimate. A higher prevent rating means players are less likely to get those injuries in the first place. See Injuries and Fatigue for more information about injuries in OOTP.

Trainers also have the ability to help players recover from fatigue. You can think of this rating as if your team also has a training staff. The better your training staff, the more 'in shape' your players will be, and therefore the more quickly they will recover from fatigue. See Injuries and Fatigue for more information about fatigue in OOTP.

Personnel Experience
Personnel also have a certain number of years of experience. Experience does not directly impact ratings in the game. It does, however, affect the amount of money a coach will demand in a contract. If two coaches have identical ratings (which is very unlikely) and one has 10 years of experience while the other has 2 years, the only difference between the two will be the amount of money they demand.

Personnel Ratings Changes
Personnel can learn and improve their skills over time. Unlike player ratings, personnel ratings cannot decrease with age. There are no potential ratings for personnel, so there is no way to know which personnel will improve, or by how much.

Previous page: The Personnel Model
Next page: Personnel Roles