ok im going to jump around a bit here.
under the assumption that the engine successfully exits from part A (ie: half court), part B is entered. There are a few basic events that will happen here.
- Steal.
- Turnover.
- 3pt shot attempt.
- 2pt Shot attempt.
- Non-shooting foul.
The way that the GE enters into one of those events is going to be very much dependant upon the offensive selection vs defensive selection and i dont want to quite get into that just yet. i want to perhaps focus on something a bit more specific like, a simpel jump shot.
So lets say that the GE has decided that player X is going to shoot the ball (as a 2pt attempt) and lets just remove the fact of how he got there (eg: Drive/pass etc). Lets just say for simplicity that he is going to shoot the ball somehow.
However - the game engine will take into account some entry information. This would be:
- shot clock/Game clock (<time>)
- Driving to shoot or shooting off a pass (<shot_entry>)
- Self-created shot. *
Ive asterixed that last point because im not sure if its valid or not. I will just park it for now.
So you have a basic formula of <time> + <shot_entry>
Now lets look at the player stats - Player X has Jump shot + jump range definitely in play here. This is where im goign to get quite speculative. A normal Jump shot from say, 2ft inside the key, I would say has zero factor of inside shot. What about a pull up jump shot from just below the FT line? Does this take into accoutn inside shot? Lets say it does, and that sometimes, the factor against IS is zero.
So we have - JS + JR + IS. (ive corrected myself later down the page on here - just showing my working).
What about driving? Driving will defiantely be a factor of how the player drives in order to get into that position to take the shot, but does it influence the actual shot itself? Im actually thinking it doesn't.
So I think we have the player stats covered. Lets just ignore stamina and experience for the moment as well.
The factors which are applied against the JS, IS and JR skills will be a factor of the distance from the ring. <distance> Pretty easy. Except that i dont think it gets applied against JS.
So we have (JS + (<distance_factor>*JR + <distance_factor*IS>)).
As ive typed that, im thinking more and more, that IS is not part of the calculation. I think there will be two shot types - A jumpshot and a drive. Jumpshot will use JS and JR, drive and dunk/layup will use IS.
So its simply (JS + <distance_factor>*JR) - Pretty straight forward. Distance factor at just inside the 3pt line could be say, 0.5 and increases as youg et closer to the rim, and decreases as you get further out (that will be dealt with in 3pt shot). Higher JS and Higher JR will result in a higher net score. So literally, a 2pft Jumpshot, from 15ft out could be something like that
(15JS + (0.8)*12JR) = 24.6 - Actually I think the JR gets applied to the JS as a factor. So the formula is actually.
JS * <distance_factor>*JR) - in the above scenario again, it would be (15 * (0.8)*12) = 144
Last edited by Coach Regan at 7/1/2014 3:11:55 AM