I think adding in "chemistry" ratings between players would make the team-building aspect of BB more interesting without adding complexity toward understanding the game for new players. To keep it visible, I think the best way would be a spreadsheet-style chart with the different chemistry ratings between players.
I think that the best way to increase the ratings would be to give bonuses at the 1, 2, 3, 5, 10, and 15 season marks. I think rather than the player skill denotations (atrocious, pitiful, etc.), it would be more fitting to use the adjectives used for staff (basic, competent, advanced, etc.).
There are two ways to do this:
1) Chemistry between players
2) Chemistry between a player and the team (I believe this option more realistic)
1. OPTION 1: CHEMISTRY BETWEEN PLAYERS
This version is much more interesting, but also more complex.
For every season (say, 90 days for ease of measurement) that a player has been on the team with another teammate their shared "chemistry" rating rises by 1. (Maybe better to use minutes? It would be gauged more like experience is this way, but it doesn't jive with the fact that bench players can have great chemistry within a team concept.)
To make it visible, a separate page could be created that contains a spreadsheet that shows every player's chemsitry rating with every other player.
2. OPTION 2: CHEMISTRY BETWEEN A PLAYER AND THE TEAM
This version is simple; for every unit of time (days on team or minutes played), the chemistry rating increases by 1. Logically, it still works out because you can think of it as a player becoming more in touch with your coach/team's offensive and defensive systems.
Also, it would seem that this method would be much less data to keep track of and pull from during games.
3. HOW TO APPLY THE BONUSES?
I think the best way to apply the bonuses would be to have a base bonus for the highest rating on the floor (either the shared rating or the single rating), and for each additional positive rating on the court your team gets an exponentially decreasing additional bonus.
For example, assume players A, B, C, D, and E. Players A and B have chemistry ratings of 4, and the rest are at 3. Let's assume for simplicity that ratings are increased by the chemistry ratings and we're using f(x) = 0.5^x.
Player A increases bonuses by 4. (factor of 1)
Player B increases bonuses by 2 (1/2)
Player C increases bonuses by 3/4 (1/4)
Player D increases bonuses by 3/8. (1/8)
Player E increases bonuses by 3/16. (1/16)
4. WHY DO IT?
I believe it would introduce a fun and easy to understand dynamic to the game. Most importantly, it provides a reason to build around players you've kept for a long time. It provides an incentive to keep that 34 year old you've had for 10 years, rather than relegating him to changing teams every season as players buy him for cheap to complement their bought-not-built rosters.
At the same time, if you've got loads of money and you pay for obviously superior team you're still going to win. The most obvious example is the Spurs-Heat playoff series. Last year superstar power beat out established the more established team. This season the script was flipped. I think it evens the playing field for teams that grow more slowly through the draft or doing more 2-position training and could make for more interesting lineup choices.
Last edited by aamcguy at 7/15/2014 10:02:35 PM