Some good ideas there. I would also like to see size influence a persons game more. For e.g. if a young rookie comes up in the draft listed at Center, but is say, 6"9 225lbs, that should influence his game and make him less effective at the position. Live always seems to love generating undersized rookies. Most rookie SG's generated are 6"4, PG's under 6"0, SF's aroud 6"6 or 6"6, PF's 6"7-6"8, C's 6"9, etc.
If a PG in live has the right skills to be a C, then generally putting him there and changing his natural position will make him an effective C. In reality, anyone under 6"8 is not going to be very effective at all in the NBA at center, regardless of their skills, and thus should disadvantage the team when started at C in simulated games. A big reason for Tim Duncan's success is that he plays PF at 7"0' 260lbs, and is too big for anyone else at that position to handle. T-mac, KG, Shaq and penny (when he played PG) are other players who have been successful strongly based on their size and physical abilities. If you want to do well in live with generated players over franchise mode, (at least if you simulate all the games) all you need to go by are statistical type skills such as FG, 3PT, FT, rebounding, blocking, stealing, passing, etc. size, athleticism, endurance etc have very little if any impact.
Would shaq be shaq if he was only 250lbs?
Also, id like to see offensive and defensive awareness play a bigger part in the game. Players with low offensive awarenesses should get alot more turnovers then those with high ratings, should be easier to steal the ball off/block, etc, and more likely to make bad decisions (if they are CPU controlled). Teams with alot of players with low ratings here should have high turnover ratings, low assist ratings (beign a good passer means little if you dont know what is going on around you) and reduce a teams consistency.
A player with a very high defensive awareness should be extremely difficult to drive past or shoot over, and should generally better judge how to defend a player (e.g. high pressure on shooters, lower pressure on slashers) and any player guarded by such a player could possibly have their shooting ratings reduced by 5-10 while the defender is on them, and also less likely to be called for fouls. If a player has a low rating, they should be easier to pumpfake, dead easy to drive past and should get shaken hard off the simplest screen.
In simulations, teams with with alot of guys with high defensive awareness should have following effects on opposition:
*low scoring number
*low scoring percentages
*high turnovers
A team like detroit gets far because of their defence first, and this approach should be allowed in live.
Also, team averages and opponent averages should not be related. If your team is a top defensive team, they should not allor more thena bout 92 PPG. Similarily, if they are a really top offensive team, they should not average less then 100. If they are the best offensively and defensively, they should average 100 and allor 92. Live tends to vary team average and against average together. If you score more, the opposing team scores more, if you score less they score less. There should be more one sided games in simulation sich as 78-105 etc as opposed to 90% of games being within 10 points.
Teams with good clutch ratings should excel and win in most close games (e.g were the game is won/lost by less then 5 points).
Teams that are mainly jumpshooters should get to the foul line very few times. Teams with alot of athletic scorers and huge centres should get there far more often.
Another idea, all palyers have the expresison thingy. i.e. laid back, neutral, aggressive etc. all this does is affects facial expressions. Players with "laid back" ways, should argue less with refs, get called for less fouls, and rarely get tech's. Guys with aggresive personas should be more aggresive, thus get more fouls, more t's, argue more, etc. You could have the aggresiveness an even factor, as a high aggresiveness would make apalyer more likely to get to the foul line, more likely to get steals and blocks, more likely to go after loose balls, more likely to get big rebounds, etc, but on the bad side could be ore likely to get a T, more like to get foul calls, more likely to argue adn gget sent out and foul hard, and thus more likely to get suspended or fouled out.
Furthermore, endurance should have more effect. Players with bad ratings shoudl tire very quick, wheras guys wiht 90+ ratings shoudl be able to play wiht only 7 or 8 minutes or rest per game. Highly rated players should play more minutes. Doesnt matter how good aplyer is, if he isnt fit and cant work to full potention fro more then 20 minutes a game, then he isnt going to be played for 38.
Having lack of backups at a position should resule in starters in that position playing more minutes then the can handle possibly, thus reducing their endurance, increasing chance of injury and increasing the chance of picking up cheap fouls etc. Playing a 6"7 sf in replacement of an injured PF in live has little effect on simulated games as long as he can rebound and score. A natural SF will never be as effective and a natural PF at PF in general. Also playing a player off position should influence his number alot. Having a natural SG paly PG, SF play SG, SG play PF etc should heavily reduce the efficience of the team. In most cases, a decent natural point guard will run a team better then a good SG playing PG. In some cases this is not the case (e.g. when spree ran NY's offence quite well), thats where the 'secondary position' can comes into play.
Size and strength should play a bigger part in post battles. Quite a few times in live i've posted a big guy like Antonio Mcdyess or Tim Duncan up on marcus camby or reggie mille (on a mismatch). The player would be backed down so slowly that it would be lucky to see them move a virtual inch before a double team comes and steals the ball. Any 250lbs should send most 200lbs guys flying back and should score before a double team can even hope to arrive. Posting Olowakandi in Ratliff doesnt sem much different to posting McDyess on Malone in terms of the amount of push and shove.
Similarly, althought shaq should be able to back down most big guys, a 240lb guy shouldnt have much affect backing down Olowakandi. Somehow in live they always do. Putting a guy with 2 or 3 inches and 20-30 pounds advantage should reduce the effect of the offensive player heavily in the post.
At the same time, asigning a big guy with quickness (e.g. K-mart or KG) to defend a good guard (like kobe or t-mac) should provide better results then simply using another guard on them. It shoud also eliminate almost any attempt to shoot over the top of the defender. Putting KG defendign kobe has little affect, as kobe seems to get 4 or so inches away from him and get a shot off on him.
thats some of my ideas. abi late for live 2k4, but maybe next time aye?
later!