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Suggestions > drawing up plays

drawing up plays

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255744.9 in reply to 255744.7
Date: 3/17/2014 1:16:48 AM
Overall Posts Rated:
766766
i have to admit, i did think of this as well. and whilst it would be cool, i struggled to work out how to implement it in BB.

i like ur extension of the idea though with the experience component

I think the 'drawing play's idea, to the extent that you are describing, would be great fun - but i also think that the way this would be implemented would need to be a staggered approach - maybe provide the managers witha 'play-list' of plays that are applicable to each offesnive option (eg: Low post has play list of 4 different plays - This used to be in NBA Live 2004 or 05 i seem to recall).

and you could set ur primary and secondary option for those plays.

it could lead to a few things, it means ur guys would run preferred plays, but that would also mean that ur team might lose more, because those plays would not be the best option for ur team. This would lead to some interesting discovery of the game though, AND also the associated 'defensive' capabilities to beat certain plays.

also - the plays should really mirror current game engine execution. no need to change the game engine, just match the current game-engine execution with the appropriate play.




This Post:
00
255744.10 in reply to 255744.9
Date: 3/17/2014 3:22:52 PM
Overall Posts Rated:
1111
yeah, thats a good idea. mine was very complex, though fun. yours would work a lot better and you could maybe set a preferred play to run and have backups in case that wasn't the best play for a situation. I really like this idea because of the way my team's set up. we have good inside guys but i don't run the ball through them because i have better outside guys. this idea would allow me to insert a section of plays for the outside guys and for the inside guys so that they would actually do something.

This Post:
11
255744.11 in reply to 255744.10
Date: 3/17/2014 10:06:02 PM
Overall Posts Rated:
766766
I think it could eventually become a new way that tactics are set.

I don't have one of the more recent NBALive or NBA2k14 games, but i remember the older ones, as I said, you were able to set a bunch of plays for different 'call a play buttons'.
that was obviously playing it live, so maybe these individual plays become preference plays.

So you could have
PicknRoll 1
PicknRoll 2 (where the differnce between 1 and 2 is perhaps an off the ball/on the ball pick)
Backdoor cut
Swingman 1
Swingman 2

So in that order, you would have those 5 plays as your preferred 'standard offence' plays. Maybe assign a percntage of how many times you want the offense to try that play.

So run PicknRolls 50% of the time.

Not sure. The game engine probably doesn't work quite like this, so the plays that get drawn up would have to reflective of the current game engine.
"Player X finds Player Y wide open near the Freethrow line" - What play is that?

So yer, unfortunately, the 'playbook' would have to be reminiscent of the current game engine 'plays' which - I could almost guarantee, do not involve off the ball screen's, or baseline cutting/swing etc.

But still, its a novel idea - ill think about it some more, see how it could be implemented without having massive game engine changes.

This Post:
00
255744.12 in reply to 255744.11
Date: 3/18/2014 5:03:38 PM
Overall Posts Rated:
1111
yeah, maybe if you could work in some way to have the offense react to the defense. maybe have a strategy selection like that it would work.

This Post:
00
255744.13 in reply to 255744.12
Date: 3/30/2014 7:31:00 AM
Overall Posts Rated:
2020
eg: my brother want to do "inside insolation", in the
semi finals, to confuse the other team and make them
wrong. but it doesn't work.
that why we need to drawing up plays!
the "inside insolation" go to other player
and he loss.
.............

This Post:
00
255744.14 in reply to 255744.13
Date: 3/31/2014 2:01:34 PM
Smallfries
II.1
Overall Posts Rated:
417417
Second Team:
Smallfries II
I think in order to do plays it would have to be set plays the BB would implement into the code and then you would pick from those plays. You could pick Up to 5 plays, as already mentioned, as well as an order of players you would choose to shoot at the end of the shot clock

so this is how it would run.

1) Pick n roll play called
2) pick is set but no good shots available
3) new play called
4) No available shots
5) Shot needs to be taken so the team will try to get the ball into the hands of your 1st option to shoot buzzer beater. If not possible it will go to 2nd or 3rd option. If no options on the floor then the end result will be the same as it already it.


This of course shows two plays being ran. That won't happen app the time obviously because some plays could lead to a quick open shot.

This Post:
11
255744.15 in reply to 255744.1
Date: 4/3/2014 7:51:11 PM
Overall Posts Rated:
11
pf scorer

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00
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?

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