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drawing up plays

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This Post:
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255744.16 in reply to 255744.15
Date: 1/28/2016 4:44:36 AM
Overall Posts Rated:
2020
I know that this discassion was long time ago but I want to add something.
The option of making calls and play on your own, can add to this game a lot.
Every coach can make calls according to his players, and then it will be more interesting
to everyone - how to stop his calls?
how to guard?
and more..
By making play calls I mean realy to draw calls and not only simple pick
n rolls.
What do you say about this idea?

This Post:
00
255744.17 in reply to 255744.16
Date: 1/28/2016 10:34:55 AM
Overall Posts Rated:
16031603
The engine is not designed to offer such options, so - although this idea might be fun for the hardcore basketball fan - there won't be such a thing in this game.

Größter Knecht aller Zeiten aka His Excellency aka President for Life aka Field Marshal Al Hadji aka Lord of All the Beasts of the Earth and Fishes of the Seas aka aka Conqueror of the Buzzerbeater Empire in Europe in General and Austria in Particular
This Post:
00
255744.18 in reply to 255744.17
Date: 1/28/2016 11:19:53 AM
Overall Posts Rated:
766766
i think that - the game engine is design to work around the 5 players on the court - and - based on the offense selected and your players stats, the opposition etc, it works out the best players to use when and where.

there is probably some weighting applied in the calculations by something. For example - experience - this essentially adds some kind of multiplier into the game engine.

lets say for example, the experience multiplier is 1.1 (10% bonus if you like).

If always felt that - it would be good if there could be a 'user input' multiplier - to perhaps try and influence the player whom is used in the offense. But not from a 'increase that players statistical ability' perspective. More from a 'increase the players usage in the offense' perspective.

Lets say for example, the game engine decides that it wants to use your PG for 30% of the offensive players. And your SG, 10%. And it has done this because it feels that this is best way for you to win, based on your offensive selection.
Now lets say you want to increase your SG's involvement. you could select him as the 'increase player involvement' option whic would increase his usage multiplier by 10%.

Now, the responsibility for you losing because ur SG is crap and shouldn't be involved at all, well thats on you.

So instead of having more offensive options like 'triangle offense' or 'pick n rolls' - just do the above as a small change.

Might be good to trial in Utopia? :)

This Post:
00
255744.19 in reply to 255744.18
Date: 1/28/2016 1:56:36 PM
Overall Posts Rated:
2020
I didn't get your point.
good idea or not?

This Post:
00
255744.20 in reply to 255744.19
Date: 1/28/2016 9:24:04 PM
Overall Posts Rated:
766766
well as far as i can tell, we are both saying the same thing - im just reducing the complexity of your idea to make it a more realistic implementation that BB might consider.

BB will never drastically change the Game engine or the way that offensive selection is currently setup, so i took your idea and tried to reduce the gap between current system and your idea.

make sense?

This Post:
00
255744.21 in reply to 255744.20
Date: 1/28/2016 11:51:17 PM
Overall Posts Rated:
2020
yeah ok

This Post:
00
255744.23 in reply to 255744.22
Date: 2/2/2016 10:57:49 AM
Overall Posts Rated:
2020
why advantage?

This Post:
00
255744.25 in reply to 255744.24
Date: 2/3/2016 3:55:32 PM
Overall Posts Rated:
2020
I mean before the game. no in real time.
like the regular tactics