Note: for season leaders, the following minimum number of attempts per game are required.
As a player draws fouls during a game, his aggression will diminish, as presumably he does not want to foul out.
There are two sets of team stats: for and against. For stats are what your players have done; against stats are what you opponent has done.
The stats listed are the same as player stats, except that DEL Cup leagues have additional categories at the beginning of the line: number of tournaments played, number of championships won, series won and lost, and games won and lost.
The analysis page breaks down a team's scoring, steals, blocks, rebounds, and assists by position. These numbers are also compared with the league as a whole, with a scale from 0 to 10 given.
Also in the starters menu is a chance to set what depth your players will play at. For each player, you can set a general preferred position to be in on offense, and a preferred position to shoot from. Options range from inside to perimeter for both.
The pace sets the average number of passes your team tries before making a shot. Naturally, any wide-open shot will likely be attempted; this number is an estimate of the pace you will try to play the game at. The fewer the number of passes, the less the chance of steals, but the less the chance of getting a good shot. Also, faster-pace teams fatigue more rapidly and drive inside more, so it is a good idea to check your player skills when deciding on this.
The "Shooting" option, which determines where your preferred shooting distance is. Straight means no preference, and the other options are inside, medium, and perimeter. For anything except straight, you can choose how much extra shooting comes from the selected zone. Choices are 20%, 40%, 60%, 80%, and 100% extra.
For defense, the choices in pro are straight; or double-cover inside, medium, perimeter zones; or double-cover a specific player. A double-coverage option also asks the percent of the time to use the double, with the choices being 20%, 40%, 60%, 80%, or 100%. If you double a specific player, it will take the first matchup on the matchup list with both players on the floor to decide who is doubled. Naturally, double-coverage at one area means lesser coverage elsewhere.
You can also choose zone defenses, the 2-3, 2-1-2, 3-2, triangle, and box. In 2-3, the center is under the hoop with the forwards to the side, and the guards on the perimeter. This is strongest against an inside game. The 2-1-2 is similar, but with the center moved towards the free throw line, and is strongest against a medium game. The 3-2 has the center and PF to the sides of the basket, with the SF and both guards on the perimeter. This is strongest against a perimeter attack. The triangle is similar to a 2-1-2, but there is no specific strength, and the guards run at 5 trap regardless of the team options. The box takes the first matchup against a guard on the list and makes it a man matchup, while the remaining 4 players play zone. This allows for you to put your better defensive guard against a strong opposing SG.
The secondary defense is used instead of the primary defense when certain key opposing players are not on the floor (as set by the matchup and defensive key preferences). The secondary defense is set the same way as the primary. This is a useful strategy if the team has one outstanding player who you wish to double-cover, and you want to play straight man when he is not on the floor.
Matchups allow you to decide on the man-to-man matchups for your team. This has no effect in college when using zones except for the box&1. When the game runs it looks at the list starting at the first matchup, and sets your players against the opposing players on defense. It is not necessary to specify all five positions, as any players not matched up will go against the player closest to their position. If no defensive key players are set, matchups will also be used to determine if primary or secondary defense is used. If any defined matchups are on the floor, the primary defense is used. If none are on the floor (and there is at least one matchup defined), the secondary defense is used.
Key players let you choose 0, 1, or 2 players that will be on the court in critical situations and handle the ball.
Defensive key players let you choose 0, 1, or 2 players that are used to determine whether you use your primary or secondary defense. If any of those players are on the court, the primary defense is used. If none are on the court (and at least one is set), the secondary defense is used.
Order sets the order of players on roster lists and box scores, but in no way changes the way the game plays.
The bench usage options let you decide how much to use your bench at each position, from 1 to 5. Selecting 1 will give your bench almost no use, while selecting 5 will treat your second string player as equal to the first string. Note that substitutions are based on the fatigue of each player, not how much playing time they have had, so you will want to base these choices here on the skill levels of the #1 and #2 players rather than their stamina.
In the bench section, you can also decide how likely you are to pull starters in a blowout, winning or losing. Setting either option to 1 means that you never do it, while setting either to 5 makes you most likely.
You can also set players to be preferentially used when the team is ahead or behind in the second half by setting the A and B options in the player assignment menu.
The positions in order of increasing average distance from the basket are Center (C), power forward (PF), small forward (SF), shooting guard (SG), and point guard (PG). The guards tend to stay on the perimeter, and therefore take the most three pointers, while the center will take the most inside shots. This is important to remember, as height is more important for centers and forwards, while distance shooting is more important for guards. Also, the guards tend to handle the ball the most.
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