Which is the better rebounder? Topic

Posted by brip87 on 11/12/2010 4:48:00 PM (view original):
Posted by oldresorter on 11/12/2010 4:36:00 PM (view original):
lots of comments I could make, might log on later and make a few more, but just a wuick one, I think that even in d1, a 70 reb, 40 ath, 85 stam plus or minus a few points, could average about 15 rebounds per game.  Anyone agree or disagree?  Anyone know how?
Not me but im listening
was a trick ?, play the 70 reb guy with 4 1 reb guys, or a team full of 1 reb guys.  Often, the leading rebounder in HD is a 28-30 mpg center who plays on sort of a lousy reboudning team in other words.
11/13/2010 11:01 AM
lmao maybe I should do that.  But then he would leave early and I would only have 1 reb guys.
11/14/2010 9:46 AM
Or asking the opening question a different way;
Which is the better rebounder?

Player A:   60 ATH, 60 REB;   A+  IQ
Player B:   70 ATH, 70 REB;   B  IQ
Player C:   75 ATH, 75 REB;   D  IQ
 
11/15/2010 12:26 PM
Posted by Iguana1 on 11/15/2010 12:26:00 PM (view original):
Or asking the opening question a different way;
Which is the better rebounder?

Player A:   60 ATH, 60 REB;   A+  IQ
Player B:   70 ATH, 70 REB;   B  IQ
Player C:   75 ATH, 75 REB;   D  IQ
 
yes indeed a great way of asking that Ig - as far as I know, neither tarek nor seble has exactly explained IQ.  I conceive it to be a multiplier across the board on ratings, one number, something like A = times 1.11, B = times 1.08, C = times 1.05, and D = times 1.02.  Billy and i often talk about thinking of this how one might write things as a programmer, this would be my 'easy' cut at writing IQ.

IN you example, A goes to 72/72, B goes to 76/76, and C goes to 76.5/76.5.

The big thing about such an analysis is the low IQ guy is quickly going to be a B, at which point, he will be a 81/81.
11/15/2010 12:42 PM
Posted by oldresorter on 11/15/2010 12:42:00 PM (view original):
Posted by Iguana1 on 11/15/2010 12:26:00 PM (view original):
Or asking the opening question a different way;
Which is the better rebounder?

Player A:   60 ATH, 60 REB;   A+  IQ
Player B:   70 ATH, 70 REB;   B  IQ
Player C:   75 ATH, 75 REB;   D  IQ
 
yes indeed a great way of asking that Ig - as far as I know, neither tarek nor seble has exactly explained IQ.  I conceive it to be a multiplier across the board on ratings, one number, something like A = times 1.11, B = times 1.08, C = times 1.05, and D = times 1.02.  Billy and i often talk about thinking of this how one might write things as a programmer, this would be my 'easy' cut at writing IQ.

IN you example, A goes to 72/72, B goes to 76/76, and C goes to 76.5/76.5.

The big thing about such an analysis is the low IQ guy is quickly going to be a B, at which point, he will be a 81/81.
i agree that iq is probably implemented in a fairly simple fashion as you mentioned. but i don't think it is "across the board". the admins have talked about changing iq's importance on single areas, like on shooting, in the past, and thus i conclude they must have some finer grain of control than across the board.

my best guess is that iq's impact is broken down to a few areas, like shooting, defense, rebounding. i think instead of a straight multiplier on single ratings, there is a modifier on abilities - which allows for my side opinion that iq affects shooting a lot more than rebounding at the very low ends of iq. so, for example, at some point the engine goes to calculate which team will get a rebound. i think the ratings of each player are all weighted in there to come up with a rebounding ability for each side, which are then used with a RNG to pick which team gets the rebound. i am guessing that this is where ratings are combined to form abilities - so this is where you would see a 1*REB + .5*ATH type of equation for every single player. and then, i assume there is an iq rating multiplied by each player's rating formula for each ability, or maybe just an iq multiplier on different ratings or something like that.

part of the reason i think this is because of the way i figure different offenses and defenses are implemented. i feel like the place i would put it is exactly the same place i would put iq - at the point where the player's ability towards a specific outcome is calculated. it seems the differences of the offenses and defenses are not simple modifications of ratings - and there are too many, even though subtle, it would be a huge mess trying to implement these distinctions if, when you went to put one in, you would then affect ratings for everything else, and effectively have to try to undo those changes. its just a logistical nightmare.

thus, to me, based on the sim engine decision outline provided for the NBA sim (which is supposedly very similar, and HD has a similar TSF decision for turnover, shot, foul, just like the NBA sim), the logical place to implement defenses/offenses is when you are calculating abilities - when you calculate outcomes. that gives you much more control than tweaking ratings up front, and makes the overall job dramatically easier and less convoluted. i assume that admin would have had to come to the same conclusion while writing the game, and once he did, i would think it would be obvious to stick iq in at the same place, for the same reasons.

for one example that hopefully captures effectively what i am saying, think about how important speed was for guards in the press. you couldn't just change the attribute of speed for a guard without dramatically affecting their ability to do roughly every single other thing. so, i figure that in a formula like, chance to steal the ball, the press has a multiplier in there on speed that is unique to the press - and which affects nothing but ability to steal the ball. even though this kind of approach takes more steps than just modifying speed, just consider the nightmare of now trying to leave guard shooting ability similar whether you are playing the press or man or zone if you had affected speed up front.
11/15/2010 1:07 PM
billy - did you ever play strat o matic?  I am pretty sure I know how press, flex, motion, etc is done, it works differently than what you are talking about, but the make / miss decision tree works identical.   If I told you how I think fcp is done as I recall it (over 40 years ago mind you), you would be very very disappointed.  One reason I think I am good at this game, I used to play stratomatic as a kid, many of the theories I use are based off of the board game, and the calculations one made manually prior to rolling the dice.
11/15/2010 1:48 PM
nope, i didn't (play stratomatic). id love to hear your theory on the offenses though, i am pretty open minded to anything
11/15/2010 3:52 PM
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Which is the better rebounder? Topic

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