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Suggestions > Team Chemistry Attribute

Team Chemistry Attribute

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140512.6 in reply to 140512.5
Date: 4/14/2010 11:19:33 AM
New York Chunks
II.2
Overall Posts Rated:
943943
This has been suggested before. I understand where the idea comes from, but chemistry is not the sort of thing that is formulaic, and for all the things you suggest, well, since you bring up Phil Jackson...

Kobe and Shaq.

They won championships together. Not much chemistry, though, and they've now each won championships without each other, so their success seems to be less about chemistry than talent.


Shaq and Kobe
Shaq and Kobe
Go together like Darth Vader and Obi
This I tell you brother
You can win titles without the other

Ug, I shouldn't have written that. My apologies.

Don't ask what sort of Chunks they are, you probably don't want to know. Blowing Chunks since Season 4!
From: Kukoc

This Post:
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140512.8 in reply to 140512.7
Date: 4/21/2010 1:13:45 AM
Overall Posts Rated:
13361336
I love BB because you can always imagine how everything affects the game.
Why we do not need team chemistry attribute: We have GS - you can take it as. If someone is considered a star, he plays too many minutes -> thus his gs will drop. His sub will get too few minutes thus his gs will also drop (he is unhappy with his playing time). Perhaps look at stamina as another chemistry marker. Playing a star with low stamina will make him perform below his capabilitys if his sub is not skilled enough etc.
We already have to worry about aggressivness factor when shopping for that new star. Having to worry about chemistry aswell will make the transferlist unstable. Did Gasol start to play bad when he went to Lakers, did Butler Haywood start to suck when they were traded to Mavs. You could also argue that keeping the same players together for too long will mess up chemistry as well. What would you suggest then if the core plays together for 3 seasons they are at theyre best? What happens when someone is added in the middle of that time? Will all the team get weaker, or will the new player just touch the ball less? If the core plays together more than 3 seasons will the chemistry start to degenerate? Perhaps someone is tired of seeing that C's ugly mug every day? Tired of that SG never passing when driving? Or tie the chemistry to players individually? Someone just can't get along with anyone, can't get along with some players etc. I think there are too many variables in chemistry thus would fundamentally change the game and it seems unnecessary. Not everything can be implemented from real life, it would make a mess of this game. Consider building a new arena every time you want to expand. Getting less money just because you are situated in a smaller city or country. Training system is not really real aswell. No contracts, day trading (buying selling 50 players a season). But these are things that work best the way they are implemented now, I'm not saying don't change anything. I just feel we do not need another "chemistry" attribute.

Last edited by Kukoc at 4/21/2010 1:14:12 AM

This Post:
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140512.9 in reply to 140512.8
Date: 4/21/2010 6:43:15 AM
Overall Posts Rated:
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We have GS - you can take it as. If someone is considered a star, he plays too many minutes -> thus his gs will drop. His sub will get too few minutes thus his gs will also drop (he is unhappy with his playing time). Perhaps look at stamina as another chemistry marker. Playing a star with low stamina will make him perform below his capabilitys if his sub is not skilled enough etc.

In (your) dream world, everything could be a chemistry marker.

This Post:
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140512.10 in reply to 140512.9
Date: 4/21/2010 11:24:07 AM
Overall Posts Rated:
13361336
You just lack imagination:(

From: ExFactor

This Post:
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140512.11 in reply to 140512.10
Date: 4/22/2010 10:27:16 PM
Overall Posts Rated:
2020
So, is a chemistry system possible?

I made a quick guess on how one could work:

Have each player be assigned randomly, a color, say out of 5 colors. That can be their "personality." Then assign a number 1-5 which corresponds to how strong that personality is.

Then when on a team, players with similar colors play better together. Also you could add a conversion factor for the personality of each individual.

For example: Say your current team has mostly guys with red personalities. You might target other red personality players, so they all play better together. As for the conversion factor. As a team sum up the numbers for each color. If the most dominant color(red) is twice over the other ones, then every other week the players that weren't red decrease one or however much, and keep doing until there's more players with different colors acquired.

This would really help bot teams though if the start with a dominant color.

Just an idea, but I'm sure it would take a lot to make that all work. Comments welcome.(Hope this is on the right board.)

This Post:
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140512.12 in reply to 140512.11
Date: 4/23/2010 12:19:09 AM
Overall Posts Rated:
4040
Im not sure if is team chemistry thing way to go, but is interesting to take it as a suggestion.

I think that this attribute has to be something which would have more options to combine and more final results. If you could see to the peoples head, you would notice that the personalities coexists succesfully not by the point that they are all same, but different, which means that their relationship have any hierarchy which changes with presented results on the field. So is in fact very dynamical and constantly changes like a human brain.

So if there would be something like that, I would suggest something which would depend even on the success of the cooperation. So if there would be two which are scoring a lot of points together or are like a wall on defence, would be their relationship even better, while they can be different personalities.

Something like that

Last edited by aigidios at 4/23/2010 12:19:39 AM

From: Kukoc

This Post:
00
140512.13 in reply to 140512.11
Date: 4/23/2010 12:39:03 AM
Overall Posts Rated:
13361336
Would this attribute be hidden or visible?
Problems with visible: Everybody knows what they need, TL will get smashed, as some colors get bought and some don't. You need blue players for example, but no team good enough has any blue players for sale. If any color will be prefered we are soon in a position when, 80% are red players and other colors % keeps decreasing. Eventually all are red and any draftee will eventually be converted aswell.
Problem with hidden: As you do not know to which group your player belongs. Skills are straight forward - you buy someone and get certain quality. With chemistry hidden, it creates a problem with understanding skills, as same skill level players perform differently on the court. With aggressivness atleast you know how he performs when he is on the court.

This Post:
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140512.14 in reply to 140512.11
Date: 4/23/2010 3:47:42 AM
Overall Posts Rated:
959959
this will only lead to drama in teams, because after release the teams doesn't fit anymore.

This Post:
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140512.15 in reply to 140512.1
Date: 5/2/2010 3:12:16 PM
Overall Posts Rated:
154154
Just pretend game shape is a chemistry as well - players playing too much think they are left alone there by their teammates and have to do all by themsleves and on the other hand each memeber of the team needs to play some amount of minutes to actually feel like a part of a team. You would be happy then and no unbalance to the game added :)

This Post:
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140512.16 in reply to 140512.14
Date: 5/3/2010 10:08:49 AM
Overall Posts Rated:
14651465
That is a good point but perhaps a good answer is that they could do like they did with potential and make all players who existed before "Chemestry" is introduced have say a "Grey" or neutral personality.

Going on the colours idea you could have a stack of personality types and potential mixes on the floor at any one time although remembering that there are a maximum of 5 players out there at any time does create some sort of cap.

Off the top of my head with 0 thought

Red = aggressive, tough guys who don't back down. Like other red guys. Don't like blue.
Blue = sportsman-like guys they are very fair and friendly and like to see everyone happy. Don't like red.
Silver = ball hungry guys, they like to score a lot more than they like to pass or defend. More than one on court at a time is trouble.
Pink = demure guys who like to be a member of a supporting cast. Go well with Silver or Green.
Purple = leaders and role models. Hard workers who want the team to do well. Like Red and Gold. Only one on at a time is best.
Gold = win no matter what guys who go for gold. Dislike Blue and Pink, like Silver and Purple.
Green = envious guys, they don't like players that are better than them and are happy if they are the best on a bad team. Really like Pink.
Grey = neutral, no-one likes or dislikes them and they don't like or dislike anyone - all older than the system players.

Ideally there would be no one "best" combination but many workable ones which may give you a small bonus in your games of maybe 1-5% for example good combos would be:
5 blue
3 pink, a green and a silver
2 red, 2 gold and a purple

Bad combos that give you a small penalty of maybe 1-10% would include
2 purple, 2 silver and a green
2 blue, 2 red and a gold
5 green

I am sure this could easily be bettered.

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