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Suggestions > Youngbloods Gaining Experience

Youngbloods Gaining Experience

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258325.11 in reply to 258325.10
Date: 4/30/2014 7:59:22 PM
Overall Posts Rated:
1111
I also agree with Coach Regan.
Playing these players should be necessary, and it is also realistic, as role players are there to physically show younger players how to do stuff in addition to verbally coaching.
The experience gain that Regan suggested I have to objections too.
However, I do think that these players should give a small boost to the training of other players at there position, for their best skills.
(Ex, a physical defensive big man can help a defensively struggling rookie train his defense)
Since players can't will there skills into other players, the training boost they receive would have to be dependent upon several factors.

1. Potential of rookie
2. Xp of veteran
3. Skills (let's say a max of 3) that the veteran is able to pass along
4. (Maybe, not sure about this idea) time veteran and rookie play together
5. Veteran and rookie must play similar/same position (C/PF p, ect)

Now I am sure there are ways to make sure that this does not unbalance training, but if this is too hard to implement, then just an xp boost is fine,

This Post:
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258325.12 in reply to 258325.11
Date: 4/30/2014 8:10:14 PM
Overall Posts Rated:
1111
For example.
Veteran has strong inside defense and strong experience.
Rookie has atrocious inside defense.
Rookie trains at a rate of 1.2

The formula I am suggesting for determining this is

(average of xp+ lvl of skill)/4

So, strong xp and a strong skill comes out to:

(8+8)/2

(8)/4

2

Divide 2 by 10 then add it to the rate at which the rookie trains. (2/10)+1


So while having strong and strong issues a boost of .2, the highest xp level I have seen (14) combined with a skill of 14 provides a .35 training boost. If somehow someone managed to get a 20 and 20, it would only increase training by .5

I think the math is pretty simple, and the fact that the rate of training is not doubled, the Max it could possibly increase is .5 provides a reasonable training boost without unbalancing the training system.

I am merely sharing possible ideas, if this wouldn't work let me know.