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?
What I mean is that a simple skill boost has no drawback. It should be fairly easy to find a setting that just works and then practically never change it. The hidden-skill method, on the other hand, introduces a potential tradeoff and is therefore a more interesting game-play element.
I will give a better suggestion to something I already suggested.
If one can choose his clutch player, it will be interesting to give also a clutch minutes defence.
That will allow the defender to choose whether to play the same or
play BAO on a specific player, one that is chosen on the game tactics.
This will make it like the real-BB game, where one can decide to go stronger on the "Bryant"-player at those clutch moments, and get it from the "Fisher"-player, as the opponent tricked and decided that on that game the clutch player is
not "Bryant"
but "Fisher".
Both hidden and not hidden clutch skills (which is parallel to the previous paragraph I wrote), are thing that as pros and cons.
The hidden option will make the user who learn his own team roster (or a player to buy on the market) an advantage, as should be.
I prefer that.
Again, if we will take the real-BB game, maybe that is "the catch".
The problem is that the BB GE is basically more objective and consistent than any real-life player or coach. I am not arguing it is better, but it is more consistent and blind to showmanship, super stars, and fan favourites. It finds the objectively best solution, not what a sports fan or a coach feels is the best way to go. The users will exploit this behavior.I argue it is just not true. It has randomness to choose whether to pass, shoot, dribble or drive to the basket.
It passes upon another randomness decision.
Both randomness methods are not fully random, and are affected by the experience of that player, upon tactics and upon time left to the possession.