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Suggestions > make games get impacted "team"wide

make games get impacted "team"wide

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From: DPS
This Post:
44
290305.1
Date: 10/9/2017 8:01:44 AM
Overall Posts Rated:
3737
It's probably obvious that it's sufficient to have some of the best players in the world (or that's available in the transfer list) to win. Having just 5-6 is a team, according to what we see in B3. It doesn't promote team building because the game rewards those who hoard money, either day trade or tank by staying in the most competitive league they can afford to be in while staying at the salary cap. Not taking success away from successful teams -- this is because it's the only way to play the game (to win). Those who already are at the top just recycle their team into the TL, find similar replacements, only younger because of how the market finds opportunities for them to do so.

This can be helped by

1. having self trained players impact games more. (a player who gets trained by the team knows their plays more intricately)
2. increase the rate of stamina/energy depletion. It's kind of ridiculous to see all 5-6 players play at a very high level (because these teams don't train anything much except for stamina and free throws...) Make bench players impact games more. Having a deep bench should be a priority in this game.
3. this may anger people but it might be time to change how multiskilled players affect each position. this can be done by having the effect of a secondary/tertiary skill get depreciating returns. so we no longer need to make our SGs and PGs have 15-20 Inside Scoring anymore...
4. i have more ideas but these are what i think is safe to present now.

From: Siwy

To: DPS
This Post:
00
290305.3 in reply to 290305.1
Date: 10/10/2017 4:58:12 PM
Overall Posts Rated:
15061506

3. this may anger people but it might be time to change how multiskilled players affect each position. this can be done by having the effect of a secondary/tertiary skill get depreciating returns. so we no longer need to make our SGs and PGs have 15-20 Inside Scoring anymore...


Or by increasing salaries of multiskills, which goes faster and faster every season...

Leniwy, stary, wyliniały kocur. Czasem jeszcze zerknie na polskie tłumaczenia.
From: _wella_

To: DPS
This Post:
22
290305.4 in reply to 290305.1
Date: 10/20/2017 9:35:21 AM
Vattjom Vatos
SBBL
Overall Posts Rated:
255255
Second Team:
Utopia Vatos
To avoid having teams with only 5-8 players on their roster you are spot on with suggestion 2. Stamina/Energy depletion.
I also think that Stamina should play a bigger role, and that the energy depletion should be more of a factor.
If you play a fast tactics, your players AND your opponents players energy should drain faster, forcing a substitution more often or a decrease in performance. If a player is forced to play more minutes than he has the stamina for, the risk of an injury should increase. Here the minutes of the previous X number of games should also affect the risk of injuries.
A player who constantly plays 48 min in a fast tactics every game of the week should get a massive decrease in performance and running a very high risk of getting injured.
This might be the case right now, but if so, its not enough. It needs to adjusted accordingly.

This will force teams to have a bench, and a good one if you want to beat the best.
No longer can you win a championship on only 5-6 players.

I agree with you on suggestion 1 too, but only for homegrown drafted players and a small increase in performance.

But why on earth would you like to change the way multiskilled players affect each position? What has that got to do with this?