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Soluna

Attribute Ideas

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For anyone interested in helping, the way this works right now is five dice rolls to determine the points of your PG/SG/SF/PF/C and then each can have effects that manipulate the scores of the dice in some way - I'm trying to make most of them increase with college experience.

 

What kind of ideas do you guys have other than the following:

Increase the points scored

Decrease the points scored

Cancel opposing [insert position]'s effect

 

Also for those more knowledgeable about basketball tactics; is there a way we can involve basic tactics somehow? Maybe a gameplan that focused more on PFs gives the PF points but takes away from another position. I'm open to any ideas!

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These are the badges that are in 2k https://news.nba2kwishlist.com/nba-2k19-badges-guide-all-complete-hof-badges-skill-badges-list-badge-analysis/ I feel like a lot of these would be good 

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How about:

 

  * boosts teammate [insert position] effect x 1.5 (plays well with others)

  * when opponents [C] is positive effect, player’s effect minimized by half (mimicking a player that wilts in front of big time center, for example)

   * +2 score when opponent has negative SG effect (eats up weaker Shooting Guards)

 

 

 

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31 minutes ago, TheSam said:

These are the badges that are in 2k https://news.nba2kwishlist.com/nba-2k19-badges-guide-all-complete-hof-badges-skill-badges-list-badge-analysis/ I feel like a lot of these would be good 

 

These are good but how would they translate to the die rolling mechanic

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What if each roll added points but also corresponds to a specific attribute?

 

ex. Roll 1 (Type of scorer) Even die relates to inside scorer, odd die relates to outside scorer

Roll 2 (Depending on the result of roll 1)

     If even first roll:Die = x then Acrobat

     If even first roll:Die = x then Tear Dropper

     If even first roll:Die = x then Relentless Finisher

     If even first roll:Die = x then Post Spin Technician

     If odd first roll:Die = x then Corner specialist

     If odd first roll:Die = x then Mid Range Deadeye

     If odd first roll:Die = x then Long Range Deadeye

     If odd first roll:Die = x then Tireless Scorer

Roll 3 (Athleticism) - Depending on the die, they get those points but also get a specific attribute

Can figure out defense for either roll 4 or 5 and the other can be some attribute specific to position or something along those lines.

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@Soluna Maybe you could give each player 2 dice. 1 Attribute die, 1 game performance die. So, each player could have up to 6 attributes affecting a game.

 

For example:

C Too Tall (Fr) Shot-Blocker Whatever else you want in the player line [x.85 Opp C/x1.05 TM/x1.3 2nd half/x.95 Opp TM/NA/NA]

 

Lockdown Defender: x.85 Opp C (Opponents Center gets 10% decrease)

Team Player: x1.05 TM (Entire team gains 5% boost)

Mr. Clutch: x1.3 2nd half (Potentially make it only applicable if losing at half, or deduct something next game for a very large bonus this game)

Center of Attention: x.95 Opp TM  (Entire opposing team loses 5%)

NA (Not experienced enough to have all slots filled)

NA

 

Then, a coach could influence who they become. Each offseason two or three more could become available. And a coach can choose 3 attributes to: Buff, replace, or add. These attributes could be limited by Position, Archetype, team chemistry, locker room affect, etc.

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Hmm, as for the gameplans here's what I can think of:

 

Offense:

Motion: SG and SF gets x1.2, PG gets x1.0, PF and C get x0.8 

 

Iso: Can scheme for any 1 player. That player gets x2.0, all teammates get x0.75

 

Triangle: PG and C get x1.3, SG, SF, and PF get x0.8

 

Run N Gun: PG gets x1.0, SG x1.3, SF x1.2, PF x0.8, C x0.7

 

Post Up: Can focus on either C or PF. Focus: x1.4, Alt: x1.2, PG: x0.75, SG: x0.75, SF: x0.9

 

Balanced: All players get x1.0

 

Defense:

2-3 Zone: Opp PG, SG, SF: x1.1, Opp PF, C: x0.85

 

1-3-1 Zone: Opp C, PG: x1.15, Opp SG, SF, PF: x0.9

 

Man: All Players get x1.0

 

Box and 1: Pick any 1 position, that player gets x0.6, All others get x1.1

 

So, similar to reality, a 2-3 zone is rough against a motion offense, but good against the triangle.

 

Multiply the adjustments since they are all percentages.

Edited by Ahven D'Gale
Clarity

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