True but with the way reverse patient is utilized, this time defense has no say in it. Do whatever you want, force a switch as much as you want, in a real game Yao won't be defending Kobe all game long (and needless to say won't be the primary defensive option on Kobe).
The game does not has an answer to a dynamic response to a game strategy.I'm not disputing that fact.
Also a question: I was under the impression that picks, switches etc. were taken into consideration by the game engine. Am I wrong? Does it not take these into consideration?
I wasn't talking about the game but how you may find mismatches irl games. They are all about creating mismatches and spaces. They are all tools to help the attacking side. And they might explain how you find Yao Ming defending on Kobe.
We can also do that here to some extent by training different skills, can't we? Do you want a ball handling, passing big like Jokic, do it. We all know that modern basketball is kinda positionless and often based on roles - like ball handler, wing, rim protector etc. and in my opinion, as of now it is kinda hard to reflect that to BB.
I wouldbe delighted to see such improvements.
The thing here is with reverse patient you don't assign different "roles" to players, you simply try to find a Yao-Kobe-like matchup that you can abuse all game long.
Thanks, now make the same asumption with your reverse defending choice. It has the exact same problem but in reverse. That is not an improvement.
For a fact, I would have no problem at all playing low post patient C based on IS with an international level PG against your best outside defender. I'm not talking about isolation. Isolation has another kind of shoot distribution. But i cannot.
What you want is some sort of dynamic engine that suits only your needs but do not cover all sort of choices a coach can make. If you want to go further you have also to find an answer to training IS/ID for a PG. Because some if not all of the patient as C is due to training.