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NBA 2K16 Gameplay Blog With Da_Czar

What’s happening family. It’s your man Da_Czar… I have started my sentences with this phrase too many times to count here on OS. With this, my first official blog post as a developer, I am returning to the format that started it all.

I know many of you here have been waiting a long time for us to talk about gameplay. Well the time has finally come so I won’t waste time with any more introductions.

Playbooks

Traditionally, plays in video games are based on the previous season’s games. So for NBA 2K15 we scouted the 2013-2014 season and added those plays to the game.

The problem with this system is that teams and personnel change over the summer, and some coaches add slight to major adjustments to their play styles from one year to the next. This meant that no matter how in depth we scouted -- and we have gone much further than any previous games have attempted -- as soon as the season began our playbooks were out of date.

I began a push to upgrade our tech to allow new plays to be added during the season without the need for a patch. We experimented with it a bit last year, but the tech was not fully developed. I am elated to announce that this year our wizard engineers have made this a reality.

For the first time ever, we have the ability to add completely new plays to the game as the season goes on via a roster update. I know this is the home of the Sim basketball fanatics, so I want to make it clear we are not talking about nightly or weekly updates.

We will be tracking the major play trends across the season with our initial focus being on new coaches and new schemes. We will not be adding new freelance offenses. Although, similar to last year, we will add depth to those already included.

You can expect the first major play update about a month into the season as we evaluate what all the new coaches are running, and give them time to settle into their new assignments. Any major coaching or philosophical changes will also be adjusted once a trend has been established.

This is a major shift in the way we publish our play content and will easily give us the most accurate plays available for all current teams throughout the NBA season.

Historically Correct

NBA 2K16 allows you to traverse the history of the game with not only historic players, courts, and teams, but also the plays and spacing those teams used at the time.

You can go all the way back to the '60s and find plays those teams actually ran taken from gameplay footage. You can see the origins of the Chin offense with the Celtics and Knicks, and you can run the same sets young Jordan did when he torched the league in '86.

Practice Plays

Since our play additions will be fluid, it only made sense to bring back some of our #SimNation loyalists by bringing back their favorite mode. I am happy to announce practice plays have returned. We allow you to practice your plays 5 vs. 5 versus various defenses in the game.

Play Types

Play-Types are containers that allow us to assign many plays of a certain type to each player on a team. This year we expanded our play-types to further differentiate between the different types of players.

In 2K15 we had these available play-type containers that you could assign to a player:

  • Pick & Roll Ball-Handler - Player with the ball during an on-ball screen
  • Pick & Roll Screener - Screener who screens the on-ball defender
  • Screen mid - Player who runs off of a screen for a mid-range shot
  • Screen 3pt - Player who runs off a screen for a 3pt shot
  • Cutter - Alley-Oop receiver, a player who runs off of screens headed towards the basket
  • Low Post - Post plays on the low block for PFs and Centers
  • High Post - High post, offscreen and Isolation plays for PFs and Centers around high post
  • Guard Post - Post up plays for Guards and Small Forwards
  • Isolation - Isolation plays for guards and forwards

In NBA 2K16 we added the following:

  • Pick & Roll Point - This allows you to separate pick and roll plays for point guards or play initiators who normally start a play with the ball in their hands. In previous NBA 2K games, you needed to be a play initiator to run these types of plays.
  • Pick & Roll Wing - This allows you to separate plays for wings who you don’t want running the same pick and roll plays as your play initiators.
  • Pick and Roll Ball-Handler - If you have a player who you want to be assigned to both types of pick and roll plays, you can still just assign them the pick and roll ball-handler play-type, and they will have both pick & roll point and pick & roll wing plays assigned.
  • Handoff - This allows you to assign plays where the ball-handler hands the ball off to a scorer as the final step in the play. Now you don’t have to assign Tony Allen the same mid-range plays you do for a mid-range off-screen shooter just because there are two handoff plays in that group that you want assigned to him.

Play-Calling

The plays have been moved back to LB/L1. 2K Smart Play was moved to the D-pad up button to make that possible.

Additionally, we have upgraded our lite play diagram to include a screen icon over the head of any player setting an on-ball screen so you can tell if he's moving to a point on the court or if he's just coming to set a ball screen.

We also included a timing circle surrounding the passing icon above the head of a pass receiver so you know how long you have to make that pass before the branch expires.

Module Magic

One of the most difficult things about making a sports video game is getting your A.I., which thinks in binary ones and zeros, to think and react to situations like a human would. This has been a stumbling block of most A.I. systems.

We came up with a solution we call Situational Awareness Modules. The modules allow us to present the offensive A.I. with a problem or a situation like a pick and roll. We can then give the A.I. basketball-based human solutions to each situation and allow it to actually read the situation and select the best course of action dynamically.

While every situation can’t be covered in a single development cycle, the great thing about modules is once they are built they are easy to add to and expand upon. So over time our situational awareness modules will be able to handle more complex and varied situations all based on real world NBA tactics.

Pick and Roll Module

Along with the improved pick and roll controls covered in earlier blogs, we fully support the new controls with our dynamic pick and roll module. To support the ability to flip a ball screen on command, our pick and roll spacing will also adjust based on the final side the screen is set.

Once a pick and roll was initiated in NBA 2K15, the screener would run to a pre-determined spot on the floor regardless of the defensive coverages and assignments.

In NBA 2K16 we introduce our dynamic pick and roll module. In the module, the roll or fade man will actually attempt to read the defense and stay in the gaps. They won’t always make the perfect read, but they try to stay in line with the ball or go to the most open area. This really opens up our pick and roll game like never before.

The module can also adjust for the user and A.I. rejecting a screen and going the opposite direction.

In addition, we can now adjust our spacing inside of a pick and roll based on ball and player positioning. This means that you can expect a Wing to fill in the backside if the defense looks to rotate and take away the roll man.

Attack Module

A common complaint over the years has been that the A.I. never used all the moves available to users, and stars were too easy to defend.

This year our 1 vs 1 attack module will begin to change that for good in NBA 2K16. The A.I. in NBA 2K16 is no longer simply playing dribble animations.

We taught the A.I. about approach and attack distances. We broke down different defensive positions, what each one attempts to take away and what each covered position opens up.

The A.I. will give you a move, read your response or lack thereof, and make its next decision based on that information. Our goal for this was to make it vastly improved but not perfect so users don’t feel cheated.

Drive Logic

One area that I was really looking forward to addressing was our A.I. drive logic.

The A.I. would put its head down and relentlessly drive directly to the rim continuously bumping into the chest of the defender. This happened because our A.I. would pre-determine the depth of its drive prior to even beginning a drive attempt.

For NBA 2K16 we completely re-wrote our Drive Logic to work hand in hand with our 1 vs. 1 attack module. In what will become a common theme, we gave the A.I. fundamental basketball reads on which to base its drive decisions.

The A.I. is aware of pull up, runner/floater, and layup distances. We use a touch down to check down philosophy so it is constantly aware of whether the paint is open or clogged.

We even have the A.I. check for the presence of shot blockers and allow that to play a role in its decision to drive.

This happens for both regular drive attempts and when the A.I. is attacking using a pick and roll. Our A.I. also looks to punish defenders going under screens against guys who can stroke the three.

Scorers like Carmelo force you to guard them all over the floor. In transition, isolation, on the block, and off a screen.

Mismatches

Another area of concern our users really wanted us to address was the ability of our A.I. to recognize and exploit mismatches.

This year we have a situational module that accounts for mismatches. We didn’t want to make it too strong so that actions and plays were constantly breaking. We felt cheesers could use that as a tactic to break up the flow of the A.I.’s offense.

The A.I. is much more aware of mismatches and will call quick actions to immediately take advantage of the larger mismatches as they occur.

Double Teams

Another area of improvement in NBA 2K16 is a new module to handle double teams. This module evaluates ball and player position to run appropriate spacing when a user is trapped in a double team.

We didn’t want to break your offensive flow too early in the cases where a user fakes a double, so we wait to give you enough time to break the pressure yourself and stay in your action. If a double team is unavoidable, your teammates will respond appropriately.

The engine can support custom options for every single freelance offense we have. This first year our focus is on making sure we have enough default coverage for every situation, but it is nice to know that the module has plenty of room to grow.

Dynamic Spacing

One of the keys to taking the next step with our freelance engine was to break down the spacing barriers that existed in our previous games.

As a function of the initial design, all perimeter players had to maintain an equal spacing relationship. That distance could vary, but it had to be uniform across all freelance offenses.

This meant that we could not properly replicate all the various nuances of each freelance offense due to the fact that they all required different spacing.

For NBA 2K16, the engine was upgraded to allow for each single set within a freelance offense to have a unique spacial relationship between the players on the floor.

Freelance Evolution Continues

Last year we debuted what we called the Evolution of Freelance Offense. Freelance is a name for the default offense all basketball video games run when the user or A.I. is not calling a play. We also allow further customization of each freelance so each user can choose which flavor of freelance best matches up with their respective play styles.

Users in NBA 2K16 can choose between freelance, motion, and space the floor as options in any of our offenses.

The benefit of our freelance is that users never need to take the time to call a play to get authentic and realistic action.

This year we expanded our freelance offensive selection to include 21 freelance offenses and 8 motion offenses. Every freelance and motion offense in our game can have its own specific early offensive system.

Triangle

Princeton

Princeton Chin

3-2 Zone

Freelance Execution

When we announced the freelance offenses last year, I made note of the fact that for year one the freelance offenses were mainly for the user, and that it would take more time before the A.I. could use them as efficiently as a human.

Prior to NBA 2K16 the A.I. could only function with explicit commands. This is one of the reasons for the random quick passes you would see the CPU make when playing NBA 2K15. The CPU had no concrete concept of ball movement outside of defined actions.

For NBA 2K16 we taught the A.I. -- through a ball movement module -- how to play fundamental team basketball.

We gave the A.I. side top side ball movement principals. We also tied tempo into when a team would move from the ball movement module to looking for a scoring opportunity.

Dynamic Decision Points

A bit earlier I mentioned that our new motion system allows us the ability to insert intelligence into any part of our motion system. This was key for NBA 2K16 as we evolved from our play branching tech to dynamic decision points.

Even with the multilevel and multi-threaded branching we had in NBA 2K15, every player, regardless of his abilities, would choose to take the available path in front of him. The branches operated more on opportunity and availability than preference.

In NBA 2K16 at practically any point in a play or freelance action we are able to have the A.I. make a number of situational evaluations. In simple terms the A.I. can ask questions like, "where is my defender? Who are you? And who am I?"

We can use any of a number of logic variables to drive the action. For example, we can pick any three positions on the floor and drive the action based on touches tendency, shot I.Q., Mid range or 3-point shooting ability, defender location, or any of our player archetypes.

In many instances we determine who the alpha scorer is through touches tendency and then make the next decision based on what type of player he is.

If this is a pick and roll player, choose this branch. But if this is a slasher, choose that branch. We also have default branches available in case the chosen player fits none of the filters we have selected for that situation.

You can see the same freelance operate slightly differently depending on the personnel on the floor. I know this is a lot to take in so I will be featuring videos after launch going into detail about specific sets and options.

Adaptive Coaching Engine

What NBA teams do offensively to a large degree is dependent on the situation. Like the time and score as well as the abilities of the players on the floor.

Generally in NBA 2K15 how the A.I. started a game was most likely how it would finish. There was little variation between quarters or teams large enough for users to notice. Advanced users could play a single quarter and pretty much know what needed to be adjusted to change how the A.I. was going to play them.

ACE allows us to set custom known and unknown lineups for each team. In known lineups we specify what three specific players on the floor define a lineup.

For unknown lineups, we can determine what types of players at what positions define a lineup. Some examples are: perimeter shooter, mid-range shooter, shot creator, freelance scorer and freelance creator.

Then we are able to set up a game plan for each lineup for a myriad of situations.

ACE can update the play style for a team every time they are in possession of the ball. This allows for flexible, per possession distribution of the offense.

ACE is able to make fluid tempo adjustments during the course of a game. For the Charlotte Hornets, If a play is called for Kemba Walker we can enable early offense for that possession. However, if the play call is for Al Jefferson, the A.I. can select the walk it up tempo to ensure we get the ball inside.

ACE can allow the A.I. to alternate between set plays and any applicable freelance offense so that play repetition becomes a non-issue.

In prior games a team would run their plays and then their singular freelance offense. A team like the Clippers in NBA 2K16 will run 3 Out 2 In, 3 Out 2 In Motion, 4 Out, 4 Out Motion, and 3 Out 2 In Fist -- in addition to their stacked playbook.

This will all vary based on what lineup is playing, the quarter and score differential.

These are full 48-minute game plans that scale down to shorter quarter lengths. We are able to begin to mimic the nuances of how each NBA team functions with different units on the floor.

If we take the Clippers as an example, Doc traditionally will start games looking to get Redick involved in the offense. So when you play them the first quarter, they will attempt to get Redick going.

They are a transition team however, so if CP3 or Blake gets hot, ACE will detect that and adjust the game plan to direct the offense towards the hot offensive player.

With ACE, depending on each coach's philosophy, each quarter they can attack you differently or maintain the same offensive focus.

ACE is also able to detect crunch time and apply a team-specific game plan based on how teams operate down the stretch.

When you play the Celtics and Isaiah Thomas checks into the game, the Celtics will feature him on offense just like they did last season. They transform from equal opportunity offense to one driven by Isaiah’s ability to create shots for himself and his teammates.

Our ACE engine is easily updateable for quick games. So if a team’s offensive focus changes long enough to establish a trend, the ACE offensive game plan can be updated with the latest roster. We also have default game plans for when a user is deeper in MyLeague or MyGM when no known players are still in the league.

The combination of all the improvements you have read thus far all roll up into ACE to create a unique and dynamic experience that changes with every matchup you face.

Imagine a west coast swing where you will face the Warriors, Rockets, Jazz, and Mavericks all with their own unique game plans, freelance offenses, playbooks, and early offensive systems.

Until next time it’s your man Da_Czar President of the #SimNation reminding you...

 


NBA 2K16 Videos
Member Comments
# 221 stillfeelme @ 09/06/15 02:45 PM
Quote:
Originally Posted by rjohns23
As a 100% Myleague player, according to your response, for example, the LA Clippers will always play like the LA Clippers no matter the coach in regard to ACE? I know in previous games, the playbooks stay with the coach, I assuming that will still be the same this year.

and just to be clear are you saying that ACE is hard coded for each team? If I do 30 team control , can I change a teams ACE philosophy/scheme during my Myleague?

What they said was defensive ACE is tied to the actual coach.
Offensive freelance offense was tied to team. I am thinking this includes playbooks as well.

The only way I say you want to change certain aspects of how ACE is handled would be to completely re-do rosters and teams from sctratch starting with the offensive freelance you want on the current team. However if you are personally controlling the one team you can change the freelance how you want and change the defense how you like.
 
# 222 rjohns23 @ 09/06/15 02:49 PM
Quote:
Originally Posted by BluFu
From my understanding, you can change a team's defensive ACE strategy but not their offensive ACE. So the Clippers will always play like the Clippers offensively but can still change defensively.
Cool I can live with that. I'm pretty sure once we get the game and start messing with it. We can see what adjustments we can and cannot make to make myleague even more Sim
 
# 223 iFnotWhyNoT @ 09/06/15 02:52 PM
Quote:
Originally Posted by BluFu
From my understanding, you can change a team's defensive ACE strategy but not their offensive ACE. So the Clippers will always play like the Clippers offensively but can still change defensively.
Yea which is a great start, hopefully by next year signing a coach will go beyond just their ratings and deeper into their philosophies. You can see where they are going with this, MyLeague and MyGM is really going to be its own world going further, as they build layer on layer.
 
# 224 rjohns23 @ 09/06/15 02:56 PM
Quote:
Originally Posted by stillfeelme
What they said was defensive ACE is tied to the actual coach.
Offensive freelance offense was tied to team. I am thinking this includes playbooks as well.

The only way I say you want to change certain aspects of how ACE is handled would be to completely re-do rosters and teams from sctratch starting with the offensive freelance you want on the current team. However if you are personally controlling the one team you can change the freelance how you want and change the defense how you like.
Interesting. I wonder, from a myleague perspective, will there be tab/slider that allows you to adjust each team's offensive freelance. Not during the game, but as a coaching plan/strategy. I'm thinking it has more to with "in game "in regard to freelance strategy.

I just don't want to be 8 years into Myleague and the clippers have two back to the basket bigs that don't like to run and run, but the "team" still plays to that style as opposed to slowing it down lol... But as I said 2K is heading in the right direction!
 
# 225 Bexthelegend @ 09/06/15 03:00 PM
Quote:
Originally Posted by rjohns23
Interesting. I wonder, from a myleague perspective, will there be tab/slider that allows you to adjust each team's offensive freelance. Not during the game, but as a coaching plan/strategy. I'm thinking it has more to with "in game "in regard to freelance strategy.
Yea it's tied to the team on the floor regardless of the coach.

That's why I created this thread

http://www.operationsports.com/forum...ague-guys.html

As a way to obtain freelances from classic teams as your default freelance for your new team
 
# 226 BluFu @ 09/06/15 03:18 PM
Quote:
Originally Posted by rjohns23

I just don't want to be 8 years into Myleague and the clippers have two back to the basket bigs that don't like to run and run, but the "team" still plays to that style as opposed to slowing it down lol... But as I said 2K is heading in the right direction!
(Czar correct me if I'm wrong here) but i remember them saying the ACE can adjust to what type of personnel is on the floor. So if the strength of the lineup is shooting, the AI will look for shooters. Or if it's posting up, then the AI will look to feed the post.
 
# 227 cbjr @ 09/06/15 03:20 PM
This has the makings of the best sim game ever assembled; can't wait to get it!!!
 
# 228 LorenzoDC @ 09/06/15 03:41 PM
Quote:
Originally Posted by BluFu
(Czar correct me if I'm wrong here) but i remember them saying the ACE can adjust to what type of personnel is on the floor. So if the strength of the lineup is shooting, the AI will look for shooters. Or if it's posting up, then the AI will look to feed the post.
If I understand correctly, what will happen on a possession by possession basis is the AI will run dynamic decision points to identify scorers and scoring opportunities in the way it runs plays or runs through freelance branches.

However, that will happen in the context of the Clippers' hard coded freelance settings. Czar has selected a main and maybe a couple of alternate freelance settings for the team and those will be the ones they run. So you won't see them, for example, looking at those bigs and thinking, "hey they're good passers!" and then running triangle.

Now, it's possible that in MyGM/MyLeague the teams may look for certain kinds of players via trade, free agency and draft who best fit their preferred systems. That's what Leftos says anyway. So maybe the team in future years won't find themselves with personnel that really badly fit their intended play style. At least, they'll be trying to acquire players who fit the current Clippers' mold and style. So maybe the problem won't be that big.

We just won't see a change of offensive philosophy for teams over time, which would be ideal with coaching and personnel changes.

If you assume control a team (say, 30 team control), you can make it run what you want on the court if you play as the team, of course. You can also set its playbooks and choose plays to run. But if you choose triangle plays for the clippers the AI won't maybe run them much when operating as the CPU, and the plays won't fit the default spacing and movement of the players if the play does get called. So it really won't quite fit.
 
# 229 vannwolfhawk @ 09/06/15 03:53 PM
I'm still curious if we can set freelance offense during a timeout? We could not before and it took 5-6 seconds to do as you had harassing defender on you which was annoying. On top of that it took a possession before it kicked in (czar gave me heads up on that before I even knew so I know he was aware of it) so was that fixed this year?
 
# 230 NDAlum @ 09/06/15 04:36 PM
Quote:
Originally Posted by Boilerbuzz
The world's most popular game has a steep learning curve. They call it chess. I'm MORE than fine with this game getting more and more challenging for the RIGHT reasons. I'm sure most of the OS crowd would agree and I even think Lil' Billy would agree too.
Yea my statement wasn't one saying the game is too deep. I didn't play basketball in HS due to focusing on baseball (that was the sport I had a chance to make a living with).

I absolutely love playing basketball but it's never been in a structured environment where I had to learn offensive systems.

I just see everybody praising it and I sit here wondering if I'm the only person on OS who doesn't have a working knowledge of all the systems described in Da_Czar's blog.

I'm excited to get into practice and watch some YouTube videos from the guys on OS who talk about real basketball.
 
# 231 Da_Czar @ 09/06/15 08:00 PM
Quote:
Originally Posted by City_foxx
Can we use practice play mode for our freelance? Be nice to cut the time spent on defense out of scrimmages if we go in there to strictly look at offense

It took everything I had just to get the mode back in it's curent form. My goal was just get it in and working and push to expand it in the future. Would be a great thread to see what you guys want from this mode in the future.
 
# 232 Da_Czar @ 09/06/15 08:01 PM
Quote:
Originally Posted by RocketTMac1
Love what I read and what I'm listening to on the SimHangout. Sounds like the struggle will be real this year with my Hornets in the actual league and in MyLeague lol.

You going to have your work cut out for you. LOL
 
# 233 Da_Czar @ 09/06/15 08:11 PM
Quote:
Originally Posted by eko718
Hey Czar, is there a split pick and roll/ split double team animation?

No. You can manually manuver but no explicit gameplay mechanic. We need to do that right or it's an exploit waiting to happen.
 
# 234 Da_Czar @ 09/06/15 08:12 PM
Quote:
Originally Posted by whatitisinsports
Much respect to you Czar and it has been an enjoyable ride watching your videos and all you've done for the 2k community. Appreciate it all through the years. If you can answer this one question for me. Do all these changes translate to my career mode? The last couple of games, mycareer plays completely different than any other mode. It just wasn't an enjoyable mode due to how the A.I. teammates and the A.I. opponents played the game.

Yes all changes apply to my career mode.
 
# 235 Da_Czar @ 09/06/15 08:18 PM
Quote:
Originally Posted by tsbmolina
Da_Czar why doesn't 2K publish a strategy guide for this deep game of basketball?

RIght now we put every single ounce of energy into making the game. I would love to include more teaching etc even inside the game but every decision we make to do something means by default we are deciding NOT to do something else.

Maybe in future when more of the fundamentals are locked down but for now every available moment is put into improving and testing the product.

Also this is my personal response I don't know what the "official" response to his actually is. LOL.
 
# 236 LeBronistheKing @ 09/06/15 08:18 PM
Quote:
Originally Posted by Da_Czar
No. You can manually manuver but no explicit gameplay mechanic. We need to do that right or it's an exploit waiting to happen.
It would be nice to have that be a badge or linked to your ball handling rating. Players like Dwyane Wade should have the badge or a specific type of animation for splitting the double team. Where as LeBron should be able to on rare occasions split double teams but more so in a way where he throws the ball in front of him through the double team almost out of control. LeBron never splits double teams the same under control way that Wade can. It's always a little sloppy and he usually doesn't keep his dribble after splitting the trap. Usually he just picks it up gathers and finishes.
 
# 237 Da_Czar @ 09/06/15 08:19 PM
Quote:
Originally Posted by 2_headedmonster
So we are not in control of any of these new adjustments at all?

You can turn it of and control how your team plays on yourself. Remember we build this to run the AI. We give you access to it through the coach AI adjustments.
 
# 238 Da_Czar @ 09/06/15 08:25 PM
Quote:
Originally Posted by rjohns23
As a 100% Myleague player, according to your response, for example, the LA Clippers will always play like the LA Clippers no matter the coach in regard to ACE? I know in previous games, the playbooks stay with the coach, I assuming that will still be the same this year.



and just to be clear are you saying that ACE is hard coded for each team? If I do 30 team control , can I change a teams ACE philosophy/scheme during my Myleague?

Ok. lets try to clear this up.
Playbooks are still tied to the coach. The ACE gameplan is tied to the team.

Each team does have default gameplan's that cover situations where the team is completely different. Obviously those are more general than the specific stuff we can setup for known lineups etc.
 
# 239 Da_Czar @ 09/06/15 08:29 PM
Quote:
Originally Posted by rjohns23
Interesting. I wonder, from a myleague perspective, will there be tab/slider that allows you to adjust each team's offensive freelance. Not during the game, but as a coaching plan/strategy. I'm thinking it has more to with "in game "in regard to freelance strategy.

I just don't want to be 8 years into Myleague and the clippers have two back to the basket bigs that don't like to run and run, but the "team" still plays to that style as opposed to slowing it down lol... But as I said 2K is heading in the right direction!

You can not manually assign freelance or ACE inside of Myleague. We would have needed to redo a lot of front end and that just was not an option. Realize it is not ideal but that was a far as we could take it.

I mentioned earlier that each Teams ACE does have default gameplans that can adjust for different lineups based on types of players. It is not as specific as the known gameplans but it should still be effective.
 
# 240 Da_Czar @ 09/06/15 08:32 PM
Quote:
Originally Posted by BluFu
(Czar correct me if I'm wrong here) but i remember them saying the ACE can adjust to what type of personnel is on the floor. So if the strength of the lineup is shooting, the AI will look for shooters. Or if it's posting up, then the AI will look to feed the post.

IF there is not a known lineup on the floor then yes it can detect certain lineup types and run with default gameplans to cater the offense towards those players.

It will run plays for the top 3 touches on the floor. Or if it detects a jump shooting lineup run motion or freelance offense. So it's not as intelligent as a real person but we tried to cover as much general lineup types are we are likely to see.

Obviously your feedback will be paramount in determining how much we need to add in future as far as coverage.
 


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