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Post by jaycatch on May 14, 2012 14:30:45 GMT -5
Never asked you this, but what are your plans with fatigue and injuries?
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Post by repole ಠ_ಠ on May 14, 2012 14:32:40 GMT -5
Never asked you this, but what are your plans with fatigue and injuries? I don't know yet. Don't have anything in place at the moment, I'll start dealing with that once I can sim a normal possession, which hopefully will be within the month.
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Post by repole ಠ_ಠ on May 14, 2012 14:49:02 GMT -5
Wish there was some easily accessible data on fatigue.
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Post by jaycatch on May 14, 2012 15:42:04 GMT -5
I don't mean in game fatigue. I think you may just have to control that with minutes. I'm talking more season long wear-and-tear. Teams worse on the 3rd game of back-to-back-to-backs, etc.
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Post by brophdog88 on May 14, 2012 15:46:51 GMT -5
meh, too much work for him, dont worry about that shit
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Post by brophdog88 on May 14, 2012 15:48:15 GMT -5
Wish there was some easily accessible data on fatigue. have fatigued players get a bit slower, a bit weaker, a bit more foul prone, and a bit sloppier with the ball, and shoot a bit worse so pretty much just slightly effect them across the board, with increasing levels of fatigue
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Post by repole ಠ_ಠ on May 14, 2012 15:49:55 GMT -5
low priority at the moment, but something I'm open to ideas with. What should get worse with fatigue? Shooting percentages? More fouls? etc. I have home court affecting a bunch of things, I'll probably build in some sort of fatigue factor in a similar fashion eventually.
Again, anything and everything will be adjustable by a commish. If they don't want fatigue playing a factor they'll be able to turn that off. Same for home court advantage. If they want inside percentages to be higher, there will be a slider. Too many fouls on the perimeter? Slider.
Any number that is used for a calculation is adjustable by the commish. There is absolutely no values hard coded in.
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Post by styro on May 14, 2012 16:04:56 GMT -5
meh, not high on fatigue. It seems like it'd be hard to implement without making things sloppy.
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Post by jaycatch on May 14, 2012 16:24:03 GMT -5
meh, too much work for him, dont worry about that shit I could help program it if it was really that big of a deal. But I think if the sim is going to be fully formed, it should address those issues. I know it's just Repole's personal project at the moment, but you want to have some sort of design document eventually. Make decisions earlier so they are easier to implement. Of course if it's scalable enough, should be fine. Getting a possession actually running first probably takes priority though.
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Post by repole ಠ_ಠ on May 14, 2012 16:32:52 GMT -5
yeah, I'm going out of my way to make everything very scalable and adjustable. Not concerned with having to add fatigue in later. Same goes for things like subs/timeouts/different defenses/offenses that I haven't worked in yet.
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Post by repole ಠ_ಠ on May 14, 2012 16:34:37 GMT -5
I'll get Jay helping me out with things once I'm at a point where I actually have something that's testable/can be worked with. That'll hopefully be in a month or two.
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Post by jaycatch on May 14, 2012 16:49:24 GMT -5
I'll get Jay helping me out with things once I'm at a point where I actually have something that's testable/can be worked with. That'll hopefully be in a month or two. Schweet. I'll continue to write bbs tools no one uses.
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Post by brophdog88 on May 14, 2012 20:06:58 GMT -5
low priority at the moment, but something I'm open to ideas with. What should get worse with fatigue? Shooting percentages? More fouls? etc. I have home court affecting a bunch of things, I'll probably build in some sort of fatigue factor in a similar fashion eventually. Again, anything and everything will be adjustable by a commish. If they don't want fatigue playing a factor they'll be able to turn that off. Same for home court advantage. If they want inside percentages to be higher, there will be a slider. Too many fouls on the perimeter? Slider. Any number that is used for a calculation is adjustable by the commish. There is absolutely no values hard coded in. for the sake of ease, just make fatigue affect shooting and athleticism, (so slower, weaker, and shittier at shooting).
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Post by repole ಠ_ಠ on May 15, 2012 19:01:39 GMT -5
Guy who grabbed the offensive rebound will now look to shoot more often, yay. By the end of the weak I'll be able to sim a possession, hooooooray.
Need some suggestions on how to handle time/shot clock type stuff though.
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Post by repole ಠ_ಠ on May 16, 2012 1:25:24 GMT -5
Some shitty early output where the players don't have names and I forgot to initialize fouls:
♦ ♦ can't get the shot to fall. steps in and draws the offensive foul. That's foul number -842150451 on . ♥ ♥ drains the jumper from mid range. ♥ ♥ can't get the shot to fall. ☺ ☺ can't get the shot to fall. ☻ ☻ strips the ball away, but the 1 Name track down the loose ball. can't get the shot to fall. steps in and draws the offensive foul. That's foul number -842150451 on . ♥ ♥ ♥ blocks the shot, but is called for goaltending. Count the bucket. ♦ ♦ can't get the shot to fall. ☻ ☻ can't get the shot to fall. ♦ ♦ ♦ hits him on the arm. ☺ ☺ ☺ can't get the shot to fall, and will go to the line for two shots. hits the shot from down low. ♥ ♥ ♥ ♥ can't get the shot to fall.
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