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ability

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This Post:
11
177945.1
Date: 3/19/2011 9:30:44 PM
Super Sonics
II.1
Overall Posts Rated:
1919
I feel that BB can do better if we have more depth in player like having some kind of ability
for example
the ability to break down defense
quick shooter
able to finding open men
team player
quick speed
ballhog
aggressor
and many more
also like player who have good experience they able to do alot more and make less mistake
and player can learn more ability as they get older and lose them

Last edited by zhouzhaoxu at 3/19/2011 9:35:58 PM

This Post:
00
177945.2 in reply to 177945.1
Date: 3/20/2011 12:16:24 AM
Overall Posts Rated:
926926
This should go in the suggestions forum

Message deleted
This Post:
00
177945.4 in reply to 177945.1
Date: 3/20/2011 2:08:12 PM
Overall Posts Rated:
4040
Indeed, but not less than 10, otherwise it create boring strategies.

+
calm head (for tight matches pressure)
ambicious (could make more effort if you bench him more often)
cheap guy (discount in salary)
homesick (cant be transfer-listed for long time or something)
lazy (has stronger stamina issues in the field)
addicted (some matches replaced by coach sooner, because play poorly, he is in love, drunk or something)
trick player (more merchandise revenue if he scores often, stronger sense on how his play looks like)

etc.

This Post:
00
177945.5 in reply to 177945.4
Date: 3/20/2011 7:29:57 PM
Super Sonics
II.1
Overall Posts Rated:
1919
also it could be great to add
finisher(tie game and you need one person to make the last shot)
the goto guy(give the ball to if in trouble)
and stuff like that
this is just something for getting to know better of our player

This Post:
11
177945.6 in reply to 177945.5
Date: 3/21/2011 4:26:19 AM
Overall Posts Rated:
959959
finisher(tie game and you need one person to make the last shot)
the goto guy(give the ball to if in trouble)


finisher ability is reflected with the experience stat, go to guy is the guy with the best offensiv qualities already and i don't think that it would make sense that a "benchwarmer " get the ball to do it on his own just because he has a label.

Message deleted
This Post:
00
177945.8 in reply to 177945.5
Date: 3/21/2011 4:14:44 PM
Overall Posts Rated:
4040
leader (boost morale during timeouts, has to be starter for the match otherwise these are kind of lame)
big arms (opponents sometimes get scarred and doesnt block him so well)
unprepared (tends to ignore tactics and pass or shoot by his own will)
crazy eye (tries to shoot from impossible angles at any time)

This Post:
00
177945.9 in reply to 177945.8
Date: 3/21/2011 4:50:28 PM
Overall Posts Rated:
959959
crazy eye (tries to shoot from impossible angles at any time)


sorry there could be just one crazy eye in this game ;) And if it get introduced it stands for crazy passes that's for sure.

And personally i think when they get introduced, they should have pro and con, who make the abilities mostly neutral but give the players maybe some kind of charakter.

Last edited by CrazyEye at 3/21/2011 4:51:29 PM

This Post:
00
177945.10 in reply to 177945.9
Date: 3/21/2011 8:32:21 PM
Super Sonics
II.1
Overall Posts Rated:
1919
yes that is exactly what I mean about give a bit more character on our player.
in real world GM should know more about a player instead just look at the person's state.

From: Nick

This Post:
00
177945.11 in reply to 177945.9
Date: 3/22/2011 9:51:13 AM
Overall Posts Rated:
6868
And personally i think when they get introduced, they should have pro and con, who make the abilities mostly neutral but give the players maybe some kind of charakter.


This is the reason why I like this suggestion. Players will be more unique and personal if these things would be implemented!

But... I think it's very hard to implement these things. How would you give all the existing players these abilities?

When I run into an invisible spider web, I instantly become a kung-fu master.