If you could fix one thing... Topic

1) recruiting

Yes, make learning about a recruits ratings the main part of recruiting... potential is fine.

2) More in game controls:

3) recruit variability
10/14/2009 9:07 PM
More game planning and in game strategy.
10/14/2009 9:09 PM
I wpould like to sub guys out if they suck.

If a guy is 3-15 his *** should be on the bench.
10/14/2009 9:10 PM
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10/14/2009 11:01 PM
Quote: Originally Posted By zhawks on 10/14/2009
Quote: Originally Posted By Fregoe on 10/14/2009
complete overhaul of recuiting
Any specific things about recruiting?
everything start from scratch
10/15/2009 12:02 AM
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10/15/2009 12:04 AM
Two ideas for gameplanning...

1) Have the ability to chose your go to man... if the game is going to come down to a potential game winning shot, I would like to be able to set which player is going to be taking that last important shot.

2) I agree with cburton. I would like a setting to sub out a player based not only on fatigue but performance as well. Perhaps have a setting that allows you to chose a fg% at which he will be benched. Obviously this would have to happen after a certain number of shots, because you wouldn't want him to get pulled too soon. If, for example, you had fg% set at 33 and he goes 1-3, that would be too soon to bench him. It could be after maybe 8-10 attempts or something in that range.

In my opinion, the first suggestion is the one that I would like to see the most. There is nothing worse than looking at the play by play after a one point loss and seeing that the last player I would have wanted to take the last shot was the guy that ended up with the ball.
10/15/2009 12:39 AM
1. Adding the 1-3-1 as a defensive option. It's the fastest growing defense in D-1 in actual CBB, used MUCH more often than a 3-2 zone, and nearly as often, if not more than a 2-3 these days.


Other things:
-Fixing A:T ratio, it's just so far off actual A:T ratio.

-Being able to intentionally foul when up by 3+ with less than 10 seconds . This is a big thing to me because it's used so commonly now and is the quintessential coaching dillema late in games.

-Recruiting overhaul; specifically, make it less about just how much money you spend and more about how a guy likes your school and what things you can market about your school(playing time, location, etc.).

-making IQ more importand, but making the points easier to pick up. IE, most teams can play effectively a press, a man, and at least ONE type of zone in CBB today. There may be a base defense, but from game to game, and even within the game, teams will fluidly change from man to zone or press to not press, and there's not a massive drop off.

Here, there's no point to learning all 3 defenses, and I think that's unfortunate and leads to predictable gameplanning.
10/15/2009 12:44 AM
After getting the message from my AD telling me that we got screwed over by the selection committee, being able to click the arrow for the next message and actually being able to open that message to view the National Tournament seedings.

And if I could fix two things it would be when looking at the National Tournament seedings message, being able to click the arrow for the next message to view the PIT seedings.
10/15/2009 12:53 AM
free throw margins between teams are too often ridiculous
10/15/2009 1:38 AM
1) RECRUITING: Only allow you to recruit within you division and have drop downs only happen on the last day of recruiting. This would reflect true recruiting where players hold out hoping to get a higher division team. No more pull downs. You would only be able to see the recruits that are in your division (I, II, III) and only pay for FSS based on the number of recruits within your division. No sense in a DIII school paying to see potential of DI players. Make all divisions recruiting similiar to DI, lower prestige schools get a backup message but may be able to recruit the player with a little effort of later into recruiting. No matter what your prstige is you can see all the possible recruits instead of A+ schools having a list and C- seeing a different list of recruits.

2) PRACTICE PLAN: Make the practice plan actually mean more instead of the players potential dictating how the player improves.

3) BRING BACK FREEHD: I would rather see humans coaching DIII schools instead of so many SIMAI. Wouldn't think it costs more to simulate games with humans playing for free as it does to simulate with SIMAI. Plus it has the possibility of generating new business if you can get people interested by playing the first season at no charge.

Sorry, you only asked for 1.
10/15/2009 1:44 AM
All excellent ones I didn't think of Kkyutzy.
10/15/2009 1:54 AM
Quote: Originally posted by vandydave on 10/15/2009free throw margins between teams are too often ridiculous
Attempts or percentage?

1. Way too many 0 free throw attempts in the first half of games.

2. Reduce the number of A/A+ home court advantage teams.

3. Allow defense to have some control of the tempo of the game. A very good defense should be able to get a overmatched team to take some bad shots early in the offense even when playing slowdown.

4. More easy baskets when facing a tired pressing team.
10/15/2009 11:28 AM
Quote: Originally posted by jlhens1 on 10/15/20092) I agree with cburton. I would like a setting to sub out a player based not only on fatigue but performance as well. Perhaps have a setting that allows you to chose a fg% at which he will be benched. Obviously this would have to happen after a certain number of shots, because you wouldn't want him to get pulled too soon. If, for example, you had fg% set at 33 and he goes 1-3, that would be too soon to bench him. It could be after maybe 8-10 attempts or something in that range.[

This makes very little sense to me. Unlike real life, in the SIM, a guy who has gone 0-15 has exactly the same chance to hit his 16th shot as a guy who has gone 15-15. Real life players can be streaky. In the SIM, it's all RNG.
10/15/2009 11:28 AM
Quote: Originally Posted By srunstro on 10/15/2009
Quote: Originally posted by jlhens1 on 10/15/2009
2) I agree with cburton. I would like a setting to sub out a player based not only on fatigue but performance as well. Perhaps have a setting that allows you to chose a fg% at which he will be benched. Obviously this would have to happen after a certain number of shots, because you wouldn't want him to get pulled too soon. If, for example, you had fg% set at 33 and he goes 1-3, that would be too soon to bench him. It could be after maybe 8-10 attempts or something in that range.[

This makes very little sense to me. Unlike real life, in the SIM, a guy who has gone 0-15 has exactly the same chance to hit his 16th shot as a guy who has gone 15-15. Real life players can be streaky. In the SIM, it's all RNG.
People have convinced themselves that players can go streaky and that players have personalities.
10/15/2009 11:36 AM
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