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Post by repole ಠ_ಠ on May 6, 2012 1:15:02 GMT -5
General suggestions are welcome, but could use some input on the following:
-Depth Charts. How should they be done, from a user perspective how would you want to allot minutes to players/set lineups, etc.
-Charges. Separate rating for a defender's ability to take charges? Dude's like Big Baby make me think this is necessary.
-Complicated ratings underneath with simple ratings on top (FBB style), or very detailed ratings visible to everyone?
-Game by game player development? Week by week? Month by month? Year by year? Tied to playing time at all?
I'm not close to done or anything like that, but as I go along small issues pop up that I could use help deciding on.
By the end of the summer I hope to have an engine that realistically sims a basketball game. From there I'll start building around that.
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Post by brophdog88 on May 6, 2012 1:29:57 GMT -5
Charges could go in a player awareness or IQ type category
love the simple ratings on top complicated underneath, but, maybe options for both
Depth Charts using a minutes rotation maybe? target minutes something like that, or, prioritize player ratings
month by month I would say
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Post by greeme on May 6, 2012 2:21:57 GMT -5
Dcs - I would like an endurance rating and allotting minutes but obviously don't want the minutes prioritized over a non-tired starter at the end of the game Charges - I'm trying to think of something that would interest me less Ratings- I like a scouting function which would have some discrepancy to a players ratings based on the scout's ability and expertise Option of either simple or detailed- maybe three tiers- simple, more detailed, all details Progression offseason and all star break. Less realistic i guess but guys going up or down at the end of the year would be annoying. Young guys getting playing time should improve at least in certain categories. I don't think his ft shooting should change but offensive awareness should
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Post by repole ಠ_ಠ on May 6, 2012 13:08:53 GMT -5
So my issue with depth charts is I really want to prioritize playing lineups that make sense together. The way players fit together is a large point of the sim, and doing purely minute based rotations gives the gm no control over what players are actually playing together.
These are the types of ratings I'm currently working with:
struct PlayerRatings{ double inside; //field goal percentage modifier close to the basket double midrange; //field goal percentage modifier from mid range double outside; //field goal percentage modifier from outside (3 point range in modern era) double freethrow; double on_ball_tendency; //how often a player handles the ball double drive_tendency; //frequency a player positioned midrange/outside with ball attempts to drive. double inside_tendency; //frequency a player positions themselves inside to start a play double midrange_tendency; //frequency a player positions themselves mid range to start a play double outside_tendency; //frequency a player positions themselves outside to start a play double passing_tendency; //how often they pass when on ball double court_vision; //ability to find open players double handling; //ability to get open on ball double foul_committing; //foul tendency on defense double foul_drawing; //ability to draw fouls double off_ball_ability; //ability to get open off ball double ball_security; //ability to avoid turnovers double quickness; //affects ability to get inside, offensive and defensive, also development double strength; //affects fg% near hoop, offensive and defensive, and development double offensive_rebounding; double defensive_rebounding; double stealing; double shot_blocking; double defensive_focus; //affects help defense effectiveness, perhaps charges double jumping; //affects transition ability, as well as development double work_ethic; //affects development rate, as well as decline rate };
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Post by brophdog88 on May 6, 2012 13:46:34 GMT -5
jumping better affect rebounding some too, shotblocking etc
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Post by Spencer on May 6, 2012 13:49:23 GMT -5
Injuries affecting certain attributes.
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Post by Spencer on May 6, 2012 13:49:58 GMT -5
The importance of passing. A player really being able to make players around him better because of his passing.
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Post by brophdog88 on May 6, 2012 13:50:04 GMT -5
give the players legal positions to play too (sounding like FBCB). Or a rotation based DC system, with 5 different lineups Lineup 1 for starters for each half, lineup 2 for bench/blowouts, lineup 3 for crunch time, lineup 4/5 are lineups not including starters that rotate in during the game when 1/2/3 arent invoked
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Post by Spencer on May 6, 2012 13:50:16 GMT -5
Most of the things I really want improved are the html type stuff.
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Post by repole ಠ_ಠ on May 6, 2012 13:55:10 GMT -5
does jumping actually affect rebounding though?
Serious question. Lots of awful athletes like Zach Randolph/Al Jefferson who rebound the hell out of the ball, and great athletes like Gerald Green who don't know what a rebound is.
I suppose shot blocking will be a combination of height difference, jumping, and actual ability.
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Post by brophdog88 on May 6, 2012 13:59:37 GMT -5
does jumping actually affect rebounding though? Serious question. Lots of awful athletes like Zach Randolph/Al Jefferson who rebound the hell out of the ball, and great athletes like Gerald Green who don't know what a rebound is. I suppose shot blocking will be a combination of height difference, jumping, and actual ability. it doesnt have to have a big effect, but yes, obviously jumping has an affect on rebounding
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Post by brophdog88 on May 6, 2012 14:00:55 GMT -5
dont overemphasize height please, standing reach>>>>>>>>>>>
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Post by Spencer on May 6, 2012 14:36:09 GMT -5
I think a range of variables depending on height and weight for things like quickness strength etc. With the ability to make rare players as well.
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Post by Spencer on May 6, 2012 14:37:11 GMT -5
Different types of offensives and defenses.
Triangle/DAntoni-Nellie type/Etc.
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Post by Spencer on May 6, 2012 14:37:22 GMT -5
Advanced financials.
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