Posted by bpielcmc on 4/27/2022 4:53:00 AM (view original):
First thought was I really liked this idea. I could shape my players exactly as I need/want them.
But then I reflected on it. And I think part of the joy of this game is the puzzle building aspect, getting all these oddly shaped parts to fit together as best you can. Therefore I think players need to have flaws, to not be perfect, to allow for coaches to protect against flaws and to challenge the flaws of others, and therefore I’m afraid this would lead to too many perfect players. Would HD be fun if it’s just perfectly executed scheme vs perfectly executed scheme?
Im curious if something like this could work for walk-ons. Initial idea is that you get walk ons with ratings but no colors and then a general potential total and then when you offer a scholarship, you get to assign potential. I think some balancing would be needed (like maybe make all walk ons similar to the ones generated at D3 and then have the potential total range be greater at higher levels), but at least if you miss out on all your recruits, you get 1-2 players to still build with. Downside is that walkons wouldn’t develop without a scholarship offer but I think that’s something people can live with.
The way they implemented potential was *so bad*. Few attributes should have a fixed ceiling, and the ceiling shouldn’t be knowable, especially during scouting. Like these are no-brainers.
When the next version of this game is made, the whole recruit/attribute generation process should be overhauled. Instead of generating recruits with all final attribute numbers, and a ”potential gap” in between their starting and final points shown by the color scheme which can be scouted, recruits should simply be generated with their starting numbers, with potential discoverable but not denoting a ceiling. Instead of having fixed ceilings, attributes should be able to continue to grow, the potential color should just show *potential growth rate*. Recruits should be generated with varied potential growth rates across their attribute field.
Athleticism and speed should usually be generated at red or yellow, in rare cases black, never blue or green. Athletes considering playing collegiate ball should not have a ton of growth left in these areas. Some is reasonable, but it should be expensive.
Rebounding should be commonly black or better for frontcourt players under 50. Should be rare for guards above 30. Same for shotblocking. Ballhandling and passing are reverse.
Defense and FT can be anything.
LP and Per can be anything, but tilted toward position, ie guards slanted toward perimeter, frontcourt toward LP.
Stamina and Durability should be generally black, or average growth available. And the stamina hit players take over the offseason is absurd and should be thrown in the trash.
In all cases, growth should be available, hypothetically all the way to 100, even after a few points of red. Moving to red should just indicate the point where it has become the most expensive to gain more points.
4/27/2022 9:57 AM (edited)