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Depth Chart & Injured Reserve FAQ's
Tweet Topic Started: Dec 22 2010, 08:06 PM (212 Views)
mikey Dec 22 2010, 08:06 PM Post #1
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Post your depth chart in the appropriate Sim Topic.

If a DC is not submitted you will get a warning. BOLD YOUR CHANGES!!!

You Must Have 12 Players on your depth charts, players can be listed more than once.

(Team) Depth Chart

Active Players' Depth Chart:
C – Player 1 / Player 2 / Player 3
PF – Player 1 / Player 2 / Player 3
SF – Player 1 / Player 2 / Player 3
SG – Player 1 / Player 2 / Player 3
PG – Player 1 / Player 2 / Player 3

IR:
1. Player 1
2. Player 2
3. Player 3

Player Options:
1. Player 1
2. Player 2
3. Player 3

Offense – Inside/Outside/Balanced
Traps - Always/Often/Sometimes/Never
Pressure – Always/Often/Sometimes/Never
Pace – Very Fast/Fast/Normal/Slow/Very Slow

Team Strategy

The following settings are used to determine your team's style of play:

Pace: Pace is the overall speed at which your team plays the game. Teams running a faster pace will be more likely to take the first good shot that they can find. Teams with a slow pace will be more patient and will spend more time looking for a good shot.

Trap Frequency: This is how often your team will apply extra defensive pressure in a half-court setting. The benefit is that you will be more likely to get steals. However, it also will cause your players to become tired faster and can also lead to increased fouls.

Press Frequency: This is how often your team will apply extra defensive pressure in backcourt. The benefit is that you will be more likely to get steals. However, it also will cause your players to become tired faster and can also lead to increased fouls.

Offense Focus: Players will be more likely to attempt shots in the area you set for the offensive focus. A balanced focus will not give special attention to any locations.

Key Players: Your team will give extra effort to get the ball into the hands of your key players. These players are more likely to handle the ball when your team is on offense. It is usually best to set either your better ball handlers or better scorers as key players. You must list three separate key players.

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Injured Reserve

I've noticed that several GM's have had trouble understanding the concept of the Injured Reserve, or I.R. for short. However, it is a rather simple concept. The I.R. lists all the players you don't want to play at all, so you put your worst players on I.R. Here is the chart regarding the amount of I.R. players you need.

# Players || # I.R.
12 Players || 0 Players
13 Players || 1 Player
14 Players || 2 Players
15 Players || 3 Players

Note: The chart starts at 12 and ends at 15 because that is the valid range of players per roster.

Player Options

To clear this topic up as well- Your Player Options, also known as Key Players, are usually your best 3 players that you want to get the ball to in order to score. If Player 1 is #1 on Player Options, he will get the ball the most, usually resulting in scoring the most. The player who will get the ball 2nd most is the player you put as #2 on Player Options, etc. You may only have 3 of your players on this list.
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