Running the Motion and play distribution Topic


Can anyone who runs the motion (successfully) share their philosophy for how they set their play dist. up? You'd think that by setting everyone at 0, the ball would find the open guy if everyone's passing skills and IQ are good enough. But at a minimum, you really wouldn't want to set a single player (or two) with a high dist. relative to the rest of the guys on the floor cause the Motion wouldn't be effective... Or am I over thinking this?

Thanks in advance.

JC
11/10/2012 11:16 AM
I think you are over thinking things.  Setting everyone to zero will only allow the engine to decide who it thinks is the best scoring option; it takes away just about any advantage of a human coached team.  I think you are going to have to take a good look at your opponents defense and their defensive tendencies and find their weakness.  The team you have out there is not a very strong offensive team. 

I think you would do a little better if you took away some of the distribution away from O'Toole and gave more to Lowe.  Athleticism is very conducive to scoring especially at DIII.  Lowe is shooting above 55% with his limited shots while O'Toole is struggling at 44%, not good for a big.  Also, you may want to back Mason off of his three point shooting, set him at -1 at the highest.  31% from beyond the arc hurts your efficiency

11/10/2012 12:04 PM
Thanks, Milwood.  I appreciate the tips!  All of that makes sense.  I hadn't thought about using Lowe - I usually stick him on the best wing that my opponent has and use him a stopper.
11/10/2012 12:49 PM
I usually have a fairly even Dist with most players between 7-9. A really good player would be 10-11. Freshmen usually start at around 4 and move up as they improve.  I also adjust against a man to man a little bit, based on individual matchups.
11/11/2012 10:13 AM
Thanks, ChapelHill. That's helpful as well. I was giving a couple guys way too much distro apparently,
11/11/2012 12:54 PM
First thing is what Milwood said ... all zeros is a special setting to signal to the game that you want the SIM to calculate everyone's distribution for you.  In this scenario, everyone does NOT have an equal distribution, they get one based on the calculation.  The FAQ Article on Distribution says that in this condition, the engine also calculates the 3 point settings too.

If you wanted to set everyone at the exact same setting, then setting everyone to a non-zero number would do that .. say everyone at 1.

One system that I know several coaches use is to have factors based on the shots you want people to take.  Everyone who you do not what to take shots gets a 1, then next level up is 2 (not good, but better than terrible), the one after that is 4 (average players), the one after that is 8 (good offensive options) and the super stud level is 16 (not everyone would have a 16 on their team).

Using this system, maybe one guy has 16, one other guy has 8, 3 guys have 4 in your starting lineup.  That would mean that the total would be 16+8+4+4+4=36 and this breakdown:  16/36= 44%, 8/36=22%, 4/36=11%.  So, if you had 50 set plays in this game, you would expect 22 for the guy with a 16 distro, 11 fort he guy with an 8 distro, and 5 or 6 for the guys with a 4 distro.  (With 2 guys at 8 and 3 guys at 4, the total distro would be 28 and you would expect 14,14,7,7,7 for shots for 50 total shots)

This system also usually keeps you out of the "penalty" when someone takes more than 50% of your shots.  (There is a penalty that helps the defense if someone is scoring the majority of the points on the other team).

In practice I normally do what chapelhillne said ... most freshmen at 4, most starters somewhere between 5-9, really good scoring options 10-11 (I would probably say 10-14) .. and not necessarily the factors system that I described above.
11/11/2012 1:32 PM (edited)
My computer...or brain is malfunctioning and I am having a hard time linking to a couple of previous discussions on player distribution. Copying and pasting these links should work though.

Offensive Player distribution: http://www.whatifsports.com/forums/Posts.aspx?ForumID=30&TopicID=458550&ThreadID=9953164#l_9953164

Distribution for the different offensive sets:  http://www.whatifsports.com/forums/Posts.aspx?ForumID=30&TopicID=450453&ThreadID=9748024#l_9748024

The FAQ article (linked in Hughesjr post above) does a nice job of discussing distribution. Also from the first link, I found this post by Sull to be helpful in my understanding of player distribution: Would also add a #6, which Milwood touched on, know your opponents defense, defensive tendencies and player rotation. Make minor adjustments to take advantage of their deficiencies.

Quote post by sull21858 on 8/16/2012 1:12:00 PM:

Distribution is the aspect that gives the user the most control over what actually happens in the game. It's surprising to me how many coaches struggle to grasp it. 

1. Understand what distro means. When 5 players are on their floor, their distros are added together and then a % is determined ( individual player distro divided by total distro on the floor). This is roughly the percent chance of each player taking a shot within the flow of the offense with those 5 players on the floor. 

2. Know your depth chart and your rotations. Specifically who should be on the floor with whom. This is where you can maximize shots for players who are bench scorers. 10-15 minutes where their other deficiencies aren't overly exposed. You need to set up your rotation so this bench scorer is not in ( for the most part) with your other leading distro players. 

3. Balance or overload? There are a million ways to look at this one. Most coaches want their best players taking the highest % of shots. Simple enough. Great in theory, but then your team becomes predictable and much easier to gameplan for. They can throw their defensive stopper with a low distro on your stud and your offense suffers as well as your NT hopes. Too balanced and your frosh with high potentials but low IQ ends up taking too many shots. 

4. Know your personnell. You might love shooting 3s, but not have the talent on the perimeter to do so successfully. Win 10-12 games, or adjust and put yourself in a position for postseason play. Let the ratings dictate your strategy, not your fondness of a certain style 

5. Set target % and constantly adjust distro until you meet that goal. Make sure your target % is realistic. You might want your big to make 45% of his shots (most likely all 2s). When he is above that %, you increase distro. More shots to take advantage of his high %, but realize that unless he is a stud his shooting % will most likely come back to life. Same approach applies to guards, just set realistic % for the talent you have. 
 

 

11/11/2012 4:52 PM
Look at billyg's interview. Has some good motion stuff in there.
11/12/2012 8:00 AM
http://whatifsports.com/beyondtheboxscore/default.asp?article=interview_20120702

11/12/2012 8:09 AM
i would go grigg, lamb at 2, have him drive to the hole a ton- Nicholson might be your best player at the sf, lowe and o'tool 
11/12/2012 2:53 PM
Running the Motion and play distribution Topic

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