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    NBAHC 2.0 Interest


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    28 members have voted

    1. 1. How interested are you in NBAHC 2.0

      • I am interested and would like to reserve a team.
        10
      • I am interested and would like to be part of the development staff.
        2
      • I am interested but I would like to see more before I commit.
        11
      • I am not interested.
        5


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    The goal is to start during the 2025 NFLHC Season.

     

    Here is my working proposal.

     

    Here is my example draft class.

     

    Here is my example scouting combine.

     

    The general summary is this will be more akin to NFLHC than the dice game we had before. Teams will set starting line-ups, backups, and general gameplans and I'll sim the results using the engine I built. If you have any feedback, comments, or criticisms, let me know. This isn't a very in-depth post because I'm mostly gauging interest. I have the engine started and it produces games, but I haven't added nearly all the important bits.

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    Please accept this example of engine v0.01, ie, the literal least amount of engine I can say is a game. I hope this shows my genuine earnest in this project. And also my inability to do html tables anymore.

     

     
    Box Score
    Indianapolis, Indiana 1ST 2ND 3RD 4TH OT SCORE
    East All Americans 17 18 30 14 - 79
    West All Americans 25 11 18 23 - 77
    East All Americans
    Player 3pt 2pt Pts Stls Rbns
    PG James Lane :purdue: 9/15 3/11 33 11 4
    SG Paul Griffith :pitt: 3/5 4/7 17 0 12
    SF Bryan Black :samford: 2/5 0/3 6 0 8
    FC Thomas Mayo :kentucky: 0/2 5/12 10 0 9
    C Bernard Miles :bama: 1/2 5/10 13 0 6
    ADDITIONAL INFO
    -
    West All Americans
    Player 3pt 2pt Pts Stls Rbns
    PG Randy Harris :ull: 4/9 2/6 16 14 7
    SG Jeffrey Watson :utah: 1/4 5/10 13 0 9
    SF Arthur Smith :ou: 1/3 4/14 11 0 14
    PF Joseph Bullock :ou: 0/1 8/12 16 0 7
    C Ronald Vance :csu: 1/3 9/16 21 0 9
    ADDITIONAL INFO
    -

     

     

    I have the general play-by-play and the results are disastrous. There's a lot of work to be done, but this was a few hours of work on a day off for me, not days of actual work. I'll likely scrap most of this engine and start from scratch, but I'm confident I can get something working done before the end of the NFLHC season and I hope to have a few surprises while y'all wait.
     

     

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    • 3 weeks later...

    Hey folks, just an update. After that game was posted, I was pretty disgusted with the code at the time. It was messy, confusing and poorly documented. I still have the code, but I scrapped it and have started over from the game engine aspect. I've also been working on better player generation which will allow for better future scouting. The tl;dr is instead of just genning the draft class, I'm generating recruiting classes, progressing the class, then repeating until full teams are generated for college. This has also tied into scraping my original engine due to the introduction of new stats. While this is slowing down development, this changes are all for the better.

     

    I'm hopeful to get some exhibition games and sign up started before the NFLHC playoffs. In the coming days, I'm going to rely on y'all to help me with various things. The big issue coming up is player development in college. I currently have schools separated into minor, midmajor, and major for croot generation (each team just gets 3 players a year), but I want to have a slightly more sophisticated system for development to develop unique school identities. I'm also going to need help with gameplan ideas and translating concepts to the engine. For example, I haven't the foggest the best working solution to translate zone defense into the sim (currently it's pure man-to-man).

     

    Here is a ownership interest form to fill out, please.

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    So more data:

     

    Attributes - What the players are and are not good at.



    3pt - How well a player shoots a 3.

     

    2pt Jumper - Governs mid-range shots.

     

    2pt Drive - Covers shots taken while moving from the perimeter towards the basket.

     

    Paint - How well a player makes close shots after gaining possession in the paint. Alley-oops and put backs also fall here.

     

    Free Throws - Self explanatory

     

    Rebounding - Both offensive and defensive rebounding.

     

    Dribbling - How well a player maintains possession.

     

    Passing - Player's ability to accurately deliver a pass.

     

    Stealing - The counter to the above two stats, Steals are rolled on possession and during each pass.

     

    Off-Ball - How well a player moves on offense without the ball. Used to determine catch-and-shoot opportunities.

     

    Defense - How well a player guards another. Used against both shooting and off-ball stats.

     

    Blocking - Player's ability to disrupt shots. Impact varies by shot type and height difference.

     

    Technical - Player's ability to avoid fouls.

     

    Stamina - How many minutes a player can go before needing a breather.

     

    Clutch - Ability to play when the pressure is the highest. Small, but consistent influence.

     

    Fitness - Player's general playing fitness. This will go up and down between, before, and during games and creates a thread of consistency throughout player performances. High fitness will generally do better than their lower fitness counterparts.

     

     

    Styles - Additional personality traits layered on top of the player. These mostly impact their attributes, but some have game impacts as well.



    Sharpshooter - Deep threats that are better at, and take more, threes and mid-range jumpers.

     

    Slasher - Likes to attack the hoop.

     

    Rebounder (Glassman?) - Strong ability to rebound.

     

    Defender - Naturally talented at playing defense.

     

    Distributor (???) - These players are less selfish and are capable of spreading the ball around.

     

    Paint Beast - Dominates the paint both on the glass and with shooting.

     

    Solo Act - Selfish player who has better shooting skills, but falls behind in other facets of the game.

     

    Postman - Players who like to post up. (Currently buffs 2pt Jumper and 2pt Drive, if this is wrong please inform me).

     

    Technician - Works hard on the little things. Less likely to foul and works on their free throws.

     

    Disruptor - Defensive playmaker who can guard, force turnovers, and block shots.

     

    Fragile - These players need breathers more often (only rolled for Cs and FCs).

     

    If there is anything that I seem to be missing or you'd like to see, please speak up now.

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    On 2/8/2021 at 4:27 PM, Rome said:

    Hey folks, just an update. After that game was posted, I was pretty disgusted with the code at the time. It was messy, confusing and poorly documented. I still have the code, but I scrapped it and have started over from the game engine aspect. I've also been working on better player generation which will allow for better future scouting. The tl;dr is instead of just genning the draft class, I'm generating recruiting classes, progressing the class, then repeating until full teams are generated for college. This has also tied into scraping my original engine due to the introduction of new stats. While this is slowing down development, this changes are all for the better.

     

    I'm hopeful to get some exhibition games and sign up started before the NFLHC playoffs. In the coming days, I'm going to rely on y'all to help me with various things. The big issue coming up is player development in college. I currently have schools separated into minor, midmajor, and major for croot generation (each team just gets 3 players a year), but I want to have a slightly more sophisticated system for development to develop unique school identities. I'm also going to need help with gameplan ideas and translating concepts to the engine. For example, I haven't the foggest the best working solution to translate zone defense into the sim (currently it's pure man-to-man).

     

    Here is a ownership interest form to fill out, please.

    couldnt a zone be viewed as an average value of the players that the defender would go against. So instead of say a 70 against an 80 it would be more like 70 vs (80+72)/2.

     

    Like I wouldnt expect a PG to drive into a center with a zone defense, 

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    9 hours ago, Minnow said:

    couldnt a zone be viewed as an average value of the players that the defender would go against. So instead of say a 70 against an 80 it would be more like 70 vs (80+72)/2.

     

    Like I wouldnt expect a PG to drive into a center with a zone defense, 

     

    Yeah, that was my current plan. I'll explore nba defenses and see what I can program. FWIW I am aware that man defense is something like 97% of all defense played or even higher. I just want to provide the option.

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    1 hour ago, Rome said:

     

    Yeah, that was my current plan. I'll explore nba defenses and see what I can program. FWIW I am aware that man defense is something like 97% of all defense played or even higher. I just want to provide the option.

    Zones typically are not used in the NBA since they have a lot of holes that can be easily exploited. They really only work against teams that either try to score inside or shoot 3s. They are not good at preventing dribble drive offenses or other offenses that have a lot of passing. I am not familiar with formations beyond what was available in video games so I might not be much of use but just wanted to share my thoughts.

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