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Player Abilities / Specialties?

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This Post:
33
273284.1
Date: 08/26/2015 10:49:41
Overall Posts Rated:
1010
I'm assuming this has been discussed at some point in time, but has any thought ever been giving to adding a player ability / specialty feature - similar to how staff have specialties?

I think it would be an interesting tweak if some players were given abilities / specialties that would increase their training speed (albeit slightly) or occasionally increase in-game performance.

To keep the "randomness" of the game, and the guesswork intact I'd suggest assigning 2-3 different skills / bonuses to each ability -

So rather than giving someone a ability / specialty named "passing", that the skill could be labeled "Playmaker" and that ability would then grant 1 of 3 bonuses:

- Slight increase in training speed for passing
- Slight increase in training speed for handling
- In-Game 1+ sub-level skill boost (randomly)

Jut an idea...

This Post:
00
273284.2 in reply to 273284.1
Date: 09/07/2015 08:48:31
Overall Posts Rated:
926926
Love it!

This Post:
00
273284.3 in reply to 273284.1
Date: 09/13/2015 07:46:09
Overall Posts Rated:
766766
yer there have been a few different iterations of this as suggestions over the seasons.....

never gotten any legs though

This Post:
00
273284.4 in reply to 273284.3
Date: 09/13/2015 19:06:56
Overall Posts Rated:
4040
Kinda interesting that it hasn't happened. Even with NBA video games, they've tried to implement it

This Post:
11
273284.5 in reply to 273284.4
Date: 09/14/2015 00:56:18
Overall Posts Rated:
766766
yer im not entirely sure of the logic.

I think they probably didn't want to upset the balance of the game by introducing something which could be exploited.

eg: lets say they introduced a 'Superstar 3rd quarter' specialist..... then 2 seasons down the track, everyone realises that this trait is like AWESOMENESS.

suddenly, everyone would use players with this trait and the whole 'specialist trait' system would become redundant and cause too much trouble than benefit.
This is just an example I made it up - just to highlight that perhaps the game is too fragile to implement such a thing.

This Post:
00
273284.6 in reply to 273284.5
Date: 09/14/2015 12:30:38
Overall Posts Rated:
4040
Interesting point. And I agree that it wpuld be exploited

This Post:
11
273284.7 in reply to 273284.1
Date: 09/17/2015 03:02:29
Diamond Dogs
II.1
Overall Posts Rated:
145145
Another alternative to this method would be to introduce special abilities based on a combination of stats, for example a "playmaker" abiliy and its bonues can only be activated on a player when a certain condition is met, e.g. 8 passing, 8 handling. Or "post specialist" could require 7 IS, 8 DR etc, etc.

This Post:
22
273284.8 in reply to 273284.7
Date: 09/17/2015 11:07:44
2 .Wohnkomplex
III.3
Overall Posts Rated:
526526
With these small numbers every player would be a "specialist". And why would you want to boost high skilled players even more? I don't get the point on this one.

This Post:
00
273284.9 in reply to 273284.8
Date: 09/18/2015 02:54:51
Diamond Dogs
II.1
Overall Posts Rated:
145145
The point is to mold players into certain prototypes and at least give some added motivation when training. The boost doesn't have to be directly applied to a player, it could give bonuses to the the team as well, like a skilled PG which provides bonuses to offensive flow or an influential veteran that can boost morale or improve overall defense, rebounding etc. Also, some special skills can disappear over time with age would be a good addition.

This Post:
00
273284.10 in reply to 273284.9
Date: 09/18/2015 06:23:05
2 .Wohnkomplex
III.3
Overall Posts Rated:
526526
Yes, but as i said, every player would be a specialist, when you only need a 8/8 skillcombo. And if you say they need a skillcombo of 15/15 where's the point in boosting them even more?

The main issue is, that i don't think it's even close to possible to implement a flexible or fluid system, in which you get special attributes by the players skill set. It's not even possible to provide the players with individualized birthdays. By the way, THIS would be a nice new feature.

This Post:
00
273284.11 in reply to 273284.10
Date: 09/18/2015 09:56:05
Diamond Dogs
II.1
Overall Posts Rated:
145145
Here's the idea: Special skills can be labels (result of a combination of skills) that other managers can see. Since they can't see other player's detailed skill set, at least they would be able to conveniently identify what type of player he is, instead of diving deep into their game logs for hours trying to figure them out. For example, a big man (C/PF) that has 8 JS, 5 JR and 10 for IS can be labeled Stretch Forward or something similar, I'm pretty sure not a lot of C/PFs in the game are similar to them.