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Player Abilities / Specialties?

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This Post:
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273284.7 in reply to 273284.1
Date: 9/17/2015 3:02:29 AM
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.

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273284.8 in reply to 273284.7
Date: 9/17/2015 11:07:44 AM
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:
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273284.9 in reply to 273284.8
Date: 9/18/2015 2:54:51 AM
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:
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273284.10 in reply to 273284.9
Date: 9/18/2015 6:23:05 AM
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:
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273284.11 in reply to 273284.10
Date: 9/18/2015 9:56:05 AM
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.

This Post:
00
273284.12 in reply to 273284.8
Date: 9/21/2015 9:59:37 PM
Overall Posts Rated:
766766
I tihnk the number's that he gave are just an example, but the concept could be used to encourage cross training.

And it shouldn't be 'specific numbers' either (eg: Strong and Strong) - It should be a different way, such as having two skills the same.

So as an example, you could have a player who has the same skill levels for Outside D and Shotblocking for instannce, and , they get a 'bonus' of some kind.

So it could be that the player has OD and SB @ Inept - well they get the bonus. Or it could be Strong and Strong.

Doesn't have to be those 2 skills either, could be something slightly more related. But the concept is not a bad one.