Experience helps in a number of ways, but the important really depends upon the details of the game and of the rest of your team. Our model for a halfcourt set consists of a series of potential shots, with your players making the decision whether to take the shot or wait for a better one. A more experienced player both does a better job of recognizing whether something is a good shot and also is more likely to make the "right" decision, while a rookie might take a poor shot either out of impatience or because he doesn't know any better.Experience also becomes important towards the end of a close game; in the last few minutes or overtime, players who have been there before tend to be at their best while rookies can't always handle the pressure.Whether these effects are important is really a matter of opinion; as you know, we'll mention the rough effects but we don't release the underlying formulas.
Then please tell me why does the skill "experience" even exist?Btw, let's check what Game Manual says...The central part of the game engine is how the half court offense/defense works. The general idea is that a team gets a series of opportunities to score. What kind, and what the quality of those opportunities are is a function of the offense they are running, the matchups between the offensive players and their defenders. A player must decide whether the opportunity presented is good enough to take a shot… this of course changes as a function of amongst other things… the shot clock, the players experience, the score of the game, the history of the quality of shots the team has seen recently, the offense the team is running, and whether that rookie shooting guard of yours thinks he knows better than the coach does how good he is at making jump shots.Maybe an application for a NT manager should require reading the Game Manual first.Sorry if I came onto you a bit harshly; I don't have a problem you didn't know experience affects a player's performance. I have a problem with you firmly believing it doesn't AND you are a NT manager. It just doesn't add up.
The central part of the game engine is how the half court offense/defense works. The general idea is that a team gets a series of opportunities to score. What kind, and what the quality of those opportunities are is a function of the offense they are running, the matchups between the offensive players and their defenders. A player must decide whether the opportunity presented is good enough to take a shot… this of course changes as a function of amongst other things… the shot clock, the players experience, the score of the game, the history of the quality of shots the team has seen recently, the offense the team is running, and whether that rookie shooting guard of yours thinks he knows better than the coach does how good he is at making jump shots.
Experience? Heeeeere we go:(112433.2) Experience helps in a number of ways, but the important really depends upon the details of the game and of the rest of your team. Our model for a halfcourt set consists of a series of potential shots, with your players making the decision whether to take the shot or wait for a better one. A more experienced player both does a better job of recognizing whether something is a good shot and also is more likely to make the "right" decision, while a rookie might take a poor shot either out of impatience or because he doesn't know any better. Experience also becomes important towards the end of a close game; in the last few minutes or overtime, players who have been there before tend to be at their best while rookies can't always handle the pressure. Whether these effects are important is really a matter of opinion; as you know, we'll mention the rough effects but we don't release the underlying formulas.
Let there be peace.Off topic: is it too hard to be a national coach? Does anyone help you or is like handling 2 teams?