|
Quote: |
|
|
|
|
Originally Posted by 4thQtrStre5S |
|
|
|
|
|
|
|
|
LOL...Alright, obviously you have not been taught about sourcing ur assertions, and I do not have time to research your claims..
I made a perspective statement, essentially saying, I see 11v11 more difficult to program than 5v5. Simple as that.
I am curious how zones work in NBA 2k, not the NBA, so I can get an understanding of the 2k basketball game which I can compare to Madden.
I do not know who works for 2K and if they are "people who worked on aeronautic jet engines on their team." I do know you made that statement, but you seem to wish me to accept your word for this, yes?
I get the feeling you have no desire to really answer a question where I honestly admitted I had no knowledge, in regards to programming, but where u gave the impression you were well versed.
Again, I just believe that comparing 5v5 players to programming 11v11 player programming is difficult to compare equally. Nothing more. My opinion.
|
|
|
|
|
|
I have posted about this before somewhere and I get your saying we aren’t comparing apples to apples but will tell you a bit...
Defensively on a on ball screen you have multiple options. Do I go over, under, switch, trap, or do I soft hedge, hard hedge, catch hedge, ice, jam, switch, or trap. In each of those scenarios and do the math in how many you could get by mixing all of them you have to have the other players rotate. How these players rotate is used in your coaching adjustments. How does player x guard player y? Does he play him tight, play the gap, sag off, etc. then how does the defense respond to the person with the ball? Do they help, double on the drive, or stay home. Same go’s for the post player. Do you want to double on the catch, dribble, or dig in on him? What about how we play vs a shooter or non shooter coming off pin downs or staggers? Do we want to go over the screen, under the screens, or switch the screens? Again, everyone else has to be coded to rotate under that circumstance and how you chose to defend all the above scenarios. Keep in mind this is 1 scenario out of 1 play defensively.
Offensively you have guys reading to curl, flare fill, or cut. Which organically makes all the other players have to act accordingly. When you break it all down even though there are 10 players compared to 22 it’s super deep in 2k. Also keep in mind they have 500-1000 plays that need to be coded as well for defensively having counters to how the offense is playing at any given time. Is a player hot, cold, etc? Each scenario that the CPU might need to defend it at anytime throughout a game needs to be accounted for in their ACE (Adaptipe Coaching engine) system. Also keep in mind these adjustments happen on the fly by the CPU AI all game long from start to finish.
In football how many coverages are there? I think if in a zone you can separate by position right? So then break down the route concepts from there out of different looks. I honestly don’t THINK it would be as hard in madden actually as it would 2k considering.
I’m sure I’m missing things in 2k and that’s just on the fly and off the top of my head...