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Substitutions Questions?

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This Post:
00
275778.8 in reply to 275778.7
Date: 12/19/2015 7:58:20 PM
Greensboro Generals
III.7
Overall Posts Rated:
746746
LCD with a well presented 8-9 man rotation tends to get the results I seek. But if it is about ensuring training minutes then strict is the route to take.

This Post:
00
275778.10 in reply to 275778.9
Date: 12/21/2015 6:58:31 PM
Greensboro Generals
III.7
Overall Posts Rated:
746746
By well represented I mean of a quality that is a slight level below the starter but still able to hold their own, those are the guys who i notice get decent minutes and help the starters stay fresh.

This Post:
11
275778.12 in reply to 275778.11
Date: 12/24/2015 8:57:40 AM
Headless Thompson Gunners
Naismith
Overall Posts Rated:
719719
Second Team:
Canada Purple Haze BC
Here's a beauty

Training at Center
Started with 6 players in scrimmage and 1 fouled out
5 players left!
Playing strictly follow depth chart!
Player changes position for 24 seconds?
Trains at C for 47:36
Not the end of the world but seriously!

4 5:13 70 — 92 A. Mohd (H) and F. Ulloa Yáñez (H) will swap positions on the court.

4 4:49 70 — 95 F. Ulloa Yáñez (H) and A. Mohd (H) will swap positions on the court.

This Post:
00
275778.13 in reply to 275778.12
Date: 1/6/2016 4:09:46 PM
Overall Posts Rated:
202202
I have a suggestion about subs. Why can't the game developers make something like this:
1. you set your 1. and 2. (subs) lineup (lets say you only pick 10 players for the game)
2. you choose your attack/defense tactics and all that stuff
3. and then, you have a "button" choice at every player: you have 3 choices:
-minus (-): that player will play less in the game than normal*
-neutral (?): the player plays normal* minutes
-plus (+): the player plays more than normal*

*normal: the amount of minutes the player gets in the current GE

What do you think? It's just a rough description, the details would be added later. I think it's agreat idea, because managers could choose how mauch playing time a player gets in a game.

Last edited by KOMET123 at 1/6/2016 4:10:46 PM

This Post:
00
275778.14 in reply to 275778.13
Date: 1/7/2016 11:59:29 AM
Monkeykid Maniacs
III.12
Overall Posts Rated:
5353
This is interesting... but probably would require restructuring of the lineup page to insert all those extra options after each player without making it look bad. Especially starters the way they're laid out.

Also what if you make a conflict? Like You put all 3 PF slots to "+". How would the engine handle this?

I like the idea, but there's a lot to think about in making it actually feasible.

This Post:
00
275778.15 in reply to 275778.14
Date: 1/7/2016 12:45:47 PM
Overall Posts Rated:
202202
Like You put all 3 PF slots to "+". How would the engine handle this?


Easy: the pluses cancel each other out, so SF-s would play like they would in " neutral" mode.

I like the idea, but there's a lot to think about in making it actually feasible.


Like I said: this is just a rough description. I have few suggestions in my head, but I need the response of other players on this idea, so that I see if my idea is any good or just a "dream".

From: Crazy Li

This Post:
00
275778.17 in reply to 275778.16
Date: 1/7/2016 6:36:58 PM
Monkeykid Maniacs
III.12
Overall Posts Rated:
5353
Just an example. There could be other combinations that don't work together.

The point is making sure the system knows what to do in the case someone does something weird.

Just because it's not a good idea doesn't mean someone won't try it.

How about another scenario: You set the same player for more than 1 slot (common for training) but you (perhaps accidentally) set different minutes settings on each slot... what does the sim do?

Last edited by Crazy Li at 1/7/2016 6:39:04 PM

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