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Improved Rough

Posted: Tue Oct 17, 2017 8:18 pm
by WigNosy
I have worked some of the bugs out of the last rough engine and now I think it's time to start thinking about how to present player ratings. I want to have enough ratings to make things sufficiently complex, but not so many that things get crazy. Here's what I'm thinking...

OFFENSIVE TALENT RATINGS
1. Scoring - How well a player can create a shot for himself with the ball (includes the ability to avoid a potential shot block)
2. Draw Foul - How well a player can draw fouls against his defender
3. Free Throws - How good a player is at shooting free throws
4. Offensive Rebounding - How good a player is at grabbing offensive rebounds
5. Vision - Affects how well the player "sees the floor" - mostly affects the ability to make a potential-assist pass but probably will have bearing on getting open off-ball and/or getting steals as well.
6. Ballhandling - Ability of a player to move around the floor under pressure
7. Hands - Ability to catch a potential-assist pass and convert it to a shot (makes for a great off-ball scorer)

OFFENSIVE TENDENCIES - These tell you how a player likes to operate offensively.
1. Post - Back-to-the-basket, with ball. Mostly bigs but some guards like this too (Adrian Dantley anyone?)
2. Roll - Off-ball cut to the hoop. Not just for bigs, includes backdoors and the like.
3. Drive - Slicing all the way to the hoop with the ball. Mostly guards.
4. Pull-up - Stopping midway on a drive for a pull-up jumper. Again, mostly guards but sometimes bigs (think Dirk).
5. Catch-and-Shoot - Player gets open off the ball and shoots as soon as he catches. Could be a spot-up big man on the baseline or a guard at the top of the key.
6. Three-pointer - Player shoots a three.

OFFENSIVE SKILL - Affects how well a player shoots on each of the six kinds of shots described in offensive tendencies. The higher the rating, the higher the percentage of shots of that type the player knocks down.

DEFENSIVE TALENT RATINGS
1. Defensive Rebounding - Like offensive rebounding, but on the other end of the floor
2. Block Shots - Just what it says on the tin.
3. Steal - Ability to get steals.
4. Discipline - Ability to avoid fouling

DEFENSIVE SKILL RATINGS - Six of these, one each against each type of shot described in offensive tendencies. The higher the rating, the lower the percentage gets for the guy shooting the ball.

OTHER ON-COURT RATINGS
1. Endurance - Measures how long a player can go before he gets fatigued
2. Consistency - Measures how reliable or streaky a player is.
3. Clutch - Measures whether a player raises his game or crumbles at the end of a tight game.
4. Motivation - Affects how hard a player is trying. This is likely not to be fixed but rather be more bit fluid game-to-game to reflect fatigue from back-to-backs, happiness or unhappiness with contract status, etc.
5. Durability - How fast a player recovers between games (so scheduling WILL matter) and probably injury as well.

TRAINING RATINGS These ratings will affect how a player trains in the offseason. Each will be tied to some of the on-court ratings.
1. Work Ethic
2. Athleticism
3. Intangibles

PERSONALITY TRAITS
1. Ego - How hard (or easy) a player is to get along with, how often he might get mad (and get T'd up) etc. Performance in previous games probably affects current motivation based on ego.
2. Playing Time - How much playing time affects a player's motivation.

CONTRACT TRAITS - Come into play when it's time to negotiate in the off-season and affects how your offer weighs against other offers.
1. Loyalty - Is the player willing to give you a hometown discount?
2. Play for Winner - How bad does the player want to win right now. Is your team good right now? Will likely increase as the player gets older for players on losing squads and/or without rings.
3. Tradition - How much does the player value your franchise's long-term winning? Even if you're bad now, if you have a great track record, you may have this player's attention.
4. Greed - Short term - how heavily the total amount of money being offered early in a contract (or on a one-year deal) is weighted.
5. Security - The higher this rating, the more a player values a long term contract. He might take less per year if he's getting more total years.
6. Coaching - How much your coaching staff's reputation is factored in (may not be used depending on how coaching staff is implemented).

Thoughts?

Re: Improved Rough

Posted: Tue Oct 17, 2017 8:23 pm
by Darth Vegito
So would EVERY ONE of these numbered traits be an attribute that would be listed in index? It's a lot indeed, but I'm not afraid of complex so it's not turning me off if so.

Re: Improved Rough

Posted: Tue Oct 17, 2017 8:38 pm
by WigNosy
DarthVegito wrote: Tue Oct 17, 2017 8:23 pm So would EVERY ONE of these numbered traits be an attribute that would be listed in index? It's a lot indeed, but I'm not afraid of complex so it's not turning me off if so.
Yes.