Late-Game 3-Pt Sim Engine Logic (or dislogic) Topic

I have a question and a suggestion (or two). 

Question: Does the sim engine attempt to sub in 3-pt shooters when you're trying to come back late in the game?

Suggestion #1: My guess is that it doesn't and I feel this is a huge flaw in the engine. It should be easy for the HD team to implement logic that tries to get a player with a non-minus-2 3-pt setting into the game or a gameplanning option to set a different depth chart for when you're trailing late. I'm sure that it's often the case that a team's best 3-pt shooter (or perhaps their only capable 3-pt shooter) comes off the bench and if this is indeed the case and there is no logic in place to substitute that player into the game in a late-game trailing scenario, that team's ability to come back is severely hampered. 

Example: Several games ago I was trailing with just a few minutes left in overtime. Instead of substituting my 43% 3-pt shooter into the game, the engine had my 1 and 14 PER bigs throwing up hail-marys. This ensured the loss. 

Suggestion #2: This brings me to my second suggestion, which is to either a)implement logic that allows the sim to decide which of the -2 3-pt setting shooters (if there are exclusively -2 shooters on the floor) are most capable or b)expand 3-pt setting to include a -3 option, which would ensure that a player never hoists up a 3-pointer, even in desperate situations. If this logic was in place, my 1 and 14 PER players wouldn't have been throwing up hopeless 3-pt shots, but instead my 86spd/42per point guard would have thrown up a shot and we would have had a prayer of keeping the game within reach. 



5/26/2015 6:26 PM
I would also say there should be a gameplanning option for the team in the lead to put in the best FT shooters
5/26/2015 6:52 PM
Posted by cmac4567 on 5/26/2015 6:52:00 PM (view original):
I would also say there should be a gameplanning option for the team in the lead to put in the best FT shooters
I've suggested this previously -- in HBD you can prioritize players for certain situations. I'd like to see HD do the same thing for a FT team (where you can even set the parameters for how to decide where/when to put them in, ala if ahead by 'X' points with less than 'Y' minutes remaining..." And ditto for a 3-point shootist team. 

I would also like to see them program out the quirk where a team running its regular offense can go down the floor and score in 4 seconds, but once quick-shot kicks in during the final minute or two it is impossible to score in fewer than 5 seconds without hitting a half court shot.
5/27/2015 3:42 AM (edited)
In basketball it doesn't really matter who starts the game it matters who finishes it. I like the idea of being able to set late game lineups.
5/27/2015 1:30 AM
Does anybody else think that losing teams' chance of making 3s during the last minute of the game is artificially inflated by the engine? I'm convinced it is, and have been tracking this phenomena, but my evidence isn't exactly rock solid.
5/29/2015 12:08 AM
Posted by nachopuzzle on 5/29/2015 12:08:00 AM (view original):
Does anybody else think that losing teams' chance of making 3s during the last minute of the game is artificially inflated by the engine? I'm convinced it is, and have been tracking this phenomena, but my evidence isn't exactly rock solid.
I thought that way too at one time nacho, but finally decided it might be an illusion based on the sheer volume of additional shots that take place under quick shot. the numbers I had when I gave up showed about a 1.5% improvement in 3-pt. percentage against me, but I can't be sure that's not a factor of fatigue ratings that might creep in during that final minute or two, since you never see where your players are during those crucial moments. 

But I'd argue that even if quick shot and the "regular" offense are producing equal results for percentage, that might still be a problem. To me, quick shot ought to involve a penalty because a team is just pushing the ball and going for basically the first look. 

5/29/2015 3:23 AM (edited)
I second rednu's thoughts. Also, I love the idea of setting late game substitutions. I actually was just thinking about it before I saw this thread
5/29/2015 11:42 AM
Posted by rednu on 5/29/2015 3:23:00 AM (view original):
Posted by nachopuzzle on 5/29/2015 12:08:00 AM (view original):
Does anybody else think that losing teams' chance of making 3s during the last minute of the game is artificially inflated by the engine? I'm convinced it is, and have been tracking this phenomena, but my evidence isn't exactly rock solid.
I thought that way too at one time nacho, but finally decided it might be an illusion based on the sheer volume of additional shots that take place under quick shot. the numbers I had when I gave up showed about a 1.5% improvement in 3-pt. percentage against me, but I can't be sure that's not a factor of fatigue ratings that might creep in during that final minute or two, since you never see where your players are during those crucial moments. 

But I'd argue that even if quick shot and the "regular" offense are producing equal results for percentage, that might still be a problem. To me, quick shot ought to involve a penalty because a team is just pushing the ball and going for basically the first look. 

Also, when up near the end of the game, the defense is likely to be pushed out to a higher + setting so 3-pt % should be doubly penalized. 
5/29/2015 5:29 PM
Late-Game 3-Pt Sim Engine Logic (or dislogic) Topic

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