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From: acarl

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57673.5 in reply to 57673.3
Date: 11/14/2008 4:39:44 AM
Overall Posts Rated:
55
Hey again, another question for you: what are the optimum training ages, and at which age do people usually sell their player?

Also, how would you evaluate players to determine whether they could be sold off, kept, or fired from the original squad?

From: J-Pop

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57673.8 in reply to 57673.1
Date: 11/14/2008 10:27:57 AM
Overall Posts Rated:
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You've gotten a lot of good advice so far so no need to repeat everything. Being someone who plays both games (though admittedly, I'm relatively new at each), the two differences that stand out to me are:

1. Managing your players playing time is a HUGE thing here, and thus setting lineups (not only starters but your backups) is much more important than in HT. Basically in HT, make sure your trainees play 1 out of 2 games a week at their position, and you're done. Here, you basically MUST get your trainees 48+ minutes, and so you're trying to juggle player minutes at sometimes multiple training positions, over 3 games a week. Not to mention you have to monitor minutes for ALL of your players, not just trainees, because minutes played translates into game shape (equivalent to "form" in HT), and playing either too few OR too many minutes per week will send your players' game shape into the tank.

2. It is far more crucial to develop & train multiple skills here than in HT. Partially because of performance (your center with Outstanding inside scoring but atrocious inside defense is going to be a liability, not a help), partially out of salary management (the full math is complex but a player with one really high skill and all the rest low will have to be paid a stratospheric salary--despite the fact that their overall performance will be far weaker than a player who has developed 3, 4, or 5 skills more or less evenly good without being spectacular at any one of them), and partially because if you don't train multiple skills you will actually gimp your training, as the training engine is designed to slow down training speed in a given skill if that skill begins to outpace its other, related skills. So if you're training a point guard and his ball handling skill is already 2 or 3 levels higher than his passing, outside defense, etc., and you try to keep training ball handling anyway, it is going to take an increasingly greater number of weeks before you get a "pop."

Oh, one more note that might be helpful, just like the Set Pieces training in HT is independent of your trainer level, and thus a nice skill to train during an off-week or something like that, here in BB there are two skills like that, Stamina and Free Throws. Both are independent of trainer level and independent of even whether a player gets a single minute of game time that week. Thus early on, before you've had time to choose what position(s) you are going to train, hire a trainer, etc, etc, you might want to stick your training to Team Training for one of those two skills until you can get your feet wet. (If a lot of your team seems to have low stamina...I'd say mediocre and lower...than training that might be a good idea. Otherwise, Free Throws is a good choice, as the newbie default players are often horrible at them and it's not uncommon to see after a game that your team, as a team, shooting less than 50% from the free throw line.) Oh, and also, both Stamina & FT's tend to pop ever 2 weeks or so, which means even one week of training them will net you at least a handful of those little green up arrows next to your players' stats...which is always encouraging to see for a new player starting out.

From: acarl

This Post:
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57673.9 in reply to 57673.7
Date: 11/14/2008 4:36:45 PM
Overall Posts Rated:
55
thanks! I appreciate the advice!

so, at the moment I'm looking into getting trainees for PF/C and to train them up in IS, ID, RB, and SB. I should look for young trainees, 18~19, and switch training around those skills from time to time as they improve, correct? Then, once I've gotten my trainees, then I should improve my trainer, and as finance allows upgrade the other positions. Does this sound about right?

How many players should I get to be trainees?

As much as I try not to, after having played HT for years now I can't help but think in terms of that game, so I am unsure of how large a squad I should have. In HT I have about 24 players or so, an 'A' team and a 'B' team, so to speak with a couple of spare people here and there if I really need another body in a slot. Things here are very different it seems. Even though there are only 5 guys on the court, they can get subbed out and subbed in (as opposed to soccer where if you get subbed out, you are done with the match), which seems to me that I would need more than just an 'A' squad of starters and a 'B' squad of backups/scrimmage game guys.

From: acarl

This Post:
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57673.10 in reply to 57673.8
Date: 11/14/2008 4:42:36 PM
Overall Posts Rated:
55
thank you also for the help :) how do I ensure that I get my guys 48 minutes of play time? Do they improve faster if they get more than 48 minutes?

Also, how many minutes is too much in a week?

From: J-Pop

This Post:
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57673.11 in reply to 57673.9
Date: 11/14/2008 4:47:17 PM
Overall Posts Rated:
00
I probably err on the side of a slightly too-large team, but what I do is keep 3 people at each position, and then a couple other random guys. The way the "training week" is set up, your first two games of the week (Sat and Tues) are "real" games, then Thursday is your scrimmage game (unless you are in the Cup). So basically what I do is after my two real games each week, I look at the roster and make sure anyone who has already gotten 48+ minutes is not even "active" for the game. (No matter how large your team is, you can only have an active bench of 12 players in any given game).

As for trainees, if you are training just one position (e.g. Center), then 3. If you are training two positions, then 5 or 6. In a perfect world, there are enough available minutes to train 3 players at exactly 48 minutes per position trained; in practice, it is almost impossible to achieve that. What I have discovered is generally I can guarantee myself getting 2 players per position a full 48, and then the third at each position ends up with somewhere in the 35-45 range. Not ideal but better than nothing I suppose.

Another thing people sometimes do is to use that "third" trainee slot per position to help buff up a (young) starter who normally plays somewhere else. For example, if I was someone focusing on just training PG's, I would have two true PG trainees and then in that third game each week, put one of my SG's (assuming they were young enough) in the PG slot just to help buff them up some. Or if I was training, say, both PG's and SG's in one-on-one (which trains mostly driving, with some handling and jump shot also), I might have only 4 or maybe at most 5 trainees, and then with the extra "available" minutes during the scrimmage each week, put my SF in one of the guard slots. This approach works especially well with SF's, as they can benefit from basically all of the skills in the game, whether guard skills or big man skills.

Last edited by J-Pop at 11/14/2008 4:48:37 PM

From: acarl
This Post:
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57673.12 in reply to 57673.11
Date: 11/15/2008 1:08:14 AM
Overall Posts Rated:
55
I'm looking through my players right now and am not sure which players to keep, which ones to sell, and which ones to fire. Are there some guidelines that I can use in this? I thought I read somewhere about players under $3000 salaries are not worth keeping around...

From: Thijs

This Post:
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57673.13 in reply to 57673.12
Date: 11/15/2008 2:37:15 AM
Overall Posts Rated:
9292
Most of them aren't, but if your only player with respectable JS and JR is a $2800 SG, I wouldn't get rid of him. You can't replace all of them right away, so I would try to figure out if any of them could have a use in your team as second or even third player on a position. For that you'll have to figure out what skills are needed for each position...

This Post:
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57673.14 in reply to 57673.12
Date: 11/15/2008 6:00:21 PM
Overall Posts Rated:
44
my advice is check what the player is currently valued at .if no more than a few thousand dollars and over the age of 20 fire!.keep players under 19 they can be trained.I lot of it though is common sense but really just check values of players .when i first joined i fired 4 players as they just wont sell and their salaries cost you each week.why try to sell a player for $1000 and wait two weeks to do it and his salary is costing you $3000 its just wasting money.

This Post:
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57673.15 in reply to 57673.14
Date: 11/16/2008 10:06:47 AM
Overall Posts Rated:
154154
Just a note. After play offs and before draft and new season markets values are pretty low right now. It should taken into consideration. He can sell garbage players, sometimes someone is willing to pay 1-2K. He should do it the way he could still fire them before the financial update if nobody would want them.

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