But not to the degree that when setting tactics for a game, I can't *choose* how much my other players force (or don't force) the ball into the hands of the guy with the hot hand. I can't adjust telling them to pass up an open shot (they would normally take) in order to get the ball to that other guy.
So while the basic mechanic might be in the game, it doesn't "add" anything at all to me as a player...it doesn't add any complexity or any strategy to the choices I need to make. THAT's my point. That this game as it stands now essentially forces us to spend a lot of time thinking about things *other* than basketball strategy, and almost no time thinking about actual basketball tactics.
Is your opponent's strength his inside game? Then you have one (maybe two) choices for your D. Is his strength his outside game? Then you have one (maybe two) choices for your D. Same thing is true when you have the ball. That's all there is to the "strategy" of this game, at least when it comes to basketball. The entire rest of this game is a simulation of stock-market-like economics of buying, training, & reselling players (and, now, staff--at least the buying part).
Give us more basketball. Please.
The reason why you can't set this is because players will always take the shot they think is best, and whether a player is hot or not is already factored in shot quality. I am sure you're dying to be able to have _more_ ways to tell your players to take inferior shots, but you should just have to go without that.
I am not a fan of micromanagement. I don't want to have to set how tightly player X ties his shoelaces. 'More basketball' can be found by picking up a ball and going to the playground. More detail in an online management game is not necessarily a good thing.
"I don't know half of you half as well as I should like; and I like less than half of you half as well as you deserve."