Posted by timjmiller on 11/7/2015 1:55:00 PM (view original):
In all seriousness, while people are giving you a lot of **** for this post (me included) I think it'd be just to hard to code momentum into the game engine. Pretty much the only use for timeouts is to give players rest and I'm not even sure that's confirmed
I haven't coded since college. But the coding for momentum would not be hard at all.
The game has say 1000 options in the RNG labeled 000-999. The RNG throws a number. It produces an outcome. If the outcome is a triple digit (000,111, etc) momentum is in effect and the RNG uses a different loop favoring the team that has momentum until momentum is broken (consecutive missed shots, consecutive made shots by the opponent, a turnover, shooting foul against or a timeout).
Momentum, of course is stronger for the home team, so maybe momentum boosts the home team 5% or the visiting team 3%. And of course since it would be percentage based better teams would have stronger momentum.
The timeout coding (I AGREE THIS WOULD BE MORE DIFFICULT) would be similar to leave in longer/take out sooner foul coding. But the game could have a standard set of protocols for calling a timeout then the coach in his game plan could choose more frequent or less frequent. Then in end game menu he could choose save x timeouts for final x minutes.
In the last second play, it still runs the play the generator picks likely offense or likely defense. If it's offense then the shot is taken by the best player. If it's defense, the shot is taken as normal.
None of this would require player input.