A clutch player raises its performance.
So, is your suggestion to introduce an additional skill or trait for each player, or is it to simply give a boost for any player who is selected as a clutch player? I think both options are something that can be considered, but from the game play/design point of view they have different implications.
1) A user should get the option to choose his clutch player who will take more shots during clutch moments (as been suggested here).
2) There should be a "Clutch" ability that will make the specific player better (by small degree) during clutch moments.
Remark - Experience means taking better shots, and not making the harder ones better.
Let me explain what I mean and discuss the implications a little further. I will start with the latter, since it is the simple option. You select a player and he gets a (mostly scoring-related) skill boost for whatever plays the game engine considers a clutch play.
Now that I read this, I'm not sure that just offensive skill is relevant.
Maybe per skill one should have also skill during clutch time?...
For example: Inside deffence - 12 (13). 12 is the ID ability during most of the game. 13 is that player ability during clutch-time (last shot on a quarter, the last couple of minutes of the game.
Assuming this is already handled in some way in GE, the selected player is thus automatically more likely to take a shot (and score).
Again - a clutch player with low experience is expected to take bad shots, but to shoot them better.
There are times that it will be better that he wouldn't take that awfull shot, and just pass the ball, but due to his lack of experience he will take the shot although there is enough time to pass the ball and find a better one.
This is potentially not a very difficult change to the GE. From the game play point of view, the choice is not necessarily a very challenging one but it should give some new variation in tactical choice. I have difficulty in seeing what is the real downside of the choice.
It all seems strongly tied to your selected offensive tactic, which you can either enhance further or give a small safety net by making the clutch player decision. If you have a hero player who you can only make stronger, is the choice not obvious and thus not really interesting?
I don't really see a connection between this two sentences, but who says that one will choose to clutch his best player?
Again, if we will take the real-BB game, maybe that is "the catch".
You will choose your second-best player to take clutch shot at a specific game, and the tactic of BAO will go strong on your best player, which will leave that player a little bit more free to take and make that shot.
Last edited by Pini פיני at 3/8/2012 5:12:34 PM