BuzzerBeater Forums

Suggestions > Half time Tactic Options

Half time Tactic Options

Set priority
Show messages by
This Post:
66
315949.1
Date: 8/3/2022 12:45:13 PM
Coos Bay Cougars
IV.14
Overall Posts Rated:
102102
Second Team:
Central Town Chihuahuas
SO at halftime, you can set three options...

If winning...

If losing...

If tied...

within each you could have an additional GDP and tactic choice boxes.

SO that way teams if they are losing, maybe they go slow pace save some PD.

Maybe teams are winning and they worry about a FCP in second half. They can alter their tactics.


I don't know much about exhaustion, but they may ease the work load on certain positions. Teams may generate a two-side attack. Outside in first half inside in second.

I don't know if BB is looking for more tactically variability but this may help.

Lastly, as always you can set nothing for those half time changes and play the same all game long as currently.

Bonus Question:
How would people feel if you could change Enthusiasm at halftime? Too broken? Tie first half, if losing then CT. Or could this make games more watchable after a big lead at half?

Anyways love this game hopes this helps brainstorm.

Last edited by DrChristopher at 8/3/2022 12:46:09 PM

The doctor is in...
This Post:
00
315949.5 in reply to 315949.4
Date: 8/4/2022 6:08:33 PM
NakamichiDragons
III.7
Overall Posts Rated:
20082008
Second Team:
Little Computer People
(http://onlinecollegebasketball.org/) Hardwood has something like the suggested … but I suppose: for most users it is hard enough to follow the escapades of the actual enigma 🤪

Last edited by LA-flaterik123 at 8/4/2022 6:09:25 PM

founded in S3 IV.5 (34234) - returned in S28 IV.7 (34515)
This Post:
00
315949.6 in reply to 315949.1
Date: 8/5/2022 4:43:36 AM
Overall Posts Rated:
9595
Sounds good to me, though I doubt the coach/AI would handle it well (like being winning by one point at halftime and getting blown because you elected to let up).
Situational strategy options would add to the game and since the halftime is 15 min (like pre-game), I suppose it's possible.
Also interesting, I suppose, would be to be able to elect "units" (which 5 players) to play based on the result (just an idea!).
As for enthusiasm, I guess that would be too much. Hard to get something stable from game to game with ingame variation too?

This Post:
00
315949.7 in reply to 315949.1
Date: 8/6/2022 9:48:16 AM
Cobra Kai
III.10
Overall Posts Rated:
422422
Second Team:
Wu Tang Clan
Your suggestion is very interesting but I think they need to restart or insanely modify the game engine. The real "problem" in bb is that most managers dont know how to take advantage of game shape, enthusiasm ,homecourt advantage , position flips etc. So we need to "educate" the rookies who want to be educated and bb will become more competitive and interesting. Stick to the basics first, and include tactic tweaks later.

This Post:
00
315949.8 in reply to 315949.1
Date: 8/6/2022 10:36:43 PM
Wuhan Wastrels
II.4
Overall Posts Rated:
4545
I think you should be able to set tactics for each half.

I don't like the idea of "If winning or losing" options. I think it should just be set tactics for each half, all decided before playing the game like we do already

This Post:
00
315949.9 in reply to 315949.7
Date: 8/7/2022 1:27:51 AM
Overall Posts Rated:
9595
IMO, the game should be as appealing/"rich" as possible, as there will be more reasons for players to stay.
At the same time, the learning curve of the game is long, the "tutorial" extremely ineffective (so much useful info that just isn't easily available), the economy can be harsh and as for basics, well... IMO, players/clubs histories should be a priority in their updating too (stats registry, BBM and such).
The better the playing experience, the most likely people will want to invest time in it