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Thread: FAQ & Rules

  1. #1
    Join Date
    Jan 2007
    Southern California

    FAQ & Rules

    Sim League FAQ

    Q: What is the NBA Sim League?
    The NBA Sim League is a lot like a Dynasty/Franchise mode in a video game. Basically you take control of an NBA team, just like in real life. You control the draft, trades, free agency, etc., and make trades with your fellow GM's, trying to win championships. You basically become the GM of your team and try to win championships. The Sim League also can go on an unlimited amount of seasons, so you are building for the future as well, just like in real life.

    Q: What are cutbacks?
    Cutbacks are when you trade someone to another team, and then that other team cuts that player right back to his original team for the minimum contract. This is done for cap purposes, to make a trade work. However, the team that cuts the player gets stuck with his contract, even if that contract is more than 1 year, and the team that traded the player loses his Bird Rights even though the player never really left the team.

    Due to the uncertainty of what's a legal cutback and talking to some GM's whenever you do a cutback with the lowest salary going out has to be at least 70% of the other team's(highest salary going out). So for example, if you are doing a trade with someone and you have a 10M cutback, the other team's player or players have to be at least 7M.

    Q: What are waivers?
    Waivers are basically like player auctions for salary relief or roster room. There can be no price tag placed on any player waivers, they must all be free. The team with the highest priority who claims the waived player will win the player. The player and his full contract will be transferred to his new team.

    -You cannot remove a player from waivers once a player has a claim placed. You can remove if no claims have been made.
    -Teams who place a claim can withdraw their claim if there is another team with an open claim. If they are the only claim, no withdraws.
    -Players can only be waived once per season.
    -Waivebacks are a waiver immediately following a trade in cases where the player is desired back to his original team. This is a risk as teams with higher priority can claim and take the player.
    -Waiver priority is set at the beginning of a season going from worst record for prior year being top priority and beat record last priority. Once set, the waiver priority is adjusted with each claim. A successful claim sends that team to the bottom of the list.

    Q: What are Bird Years?
    Bird Years are basically how long a player has been with a team. A player continues to gain Bird Years unless he hits free agency and signs with another team, or is cut. When a player has 3 Bird Years, the team that controls his Bird Years can give him 1 more year on a contract than any other team, and go over the cap to sign him. This is how teams in real life resign superstars for max contracts even when they're over the cap.

    Q: Do we allow teams to cut players and resign them so they can trade them at an easier cap number?
    No, we do not, this is complete manipulation of the cap and we do not allow it.

    When is the trade deadline?
    Day 100.


    Here are the cap figures, luxury tax threshold and budget for each season.

    Year Soft - Luxury - Budget
    1986 - 1987 Cap - 43.8m - 57.8m - 80m
    1987 - 1988 Cap - 47.5m - 60.0m - 82m
    1988 - 1989 Cap - 50.0m - 62.5m - 84m
    1989 - 1990 Cap - 52.5m - 65.0m - 86m
    1990 - 1991 Cap - 55.0m - 67.5m - 88m
    1991 - 1992 Cap - 57.5m - 70.0m - 90m
    1992 - 1993 Cap - 60.0m - 72.5m - 92m
    1993 - 1994 Cap - 62.5m - 75.0m - 94m
    1994 - 1995 Cap - 65.0m - 83.0M - 105M
    1995 - 1996 Cap - 65.0m - 85.0M - 108M
    1996 - 1997 Cap - 67.0m - 87.0M - 111M
    1997 - 1998 Cap - 67.0m - 87.0M - 115M
    1998 - 1999 Cap - 70.0m - 90.0M - 120M
    1999 - 2000 Cap - 70.0m - 90.0M - 123M
    2000 - 2001 Cap - 73.0m - 93.0M - 126M
    2001 - 2002 Cap - 78.0m - 98.0M - 131M
    2002 - 2003 Cap - 81.0m - 101 M - 134M

    Salaries are counted at the end of the season.

    Here is how it works.

    If you have a 60 mill dollar roster in 2000-2001 you will get 30 mill dollars to spend on camps, trades, and the such.

    However the luxury tax from now on will be very different. For the first year you are over the luxury tax you must pay dollar for dollar. However go over the luxury tax for 2 years and you must pay double. Be over for 3 years and you must pay triple. be over 4 years and you must quadruple. be over any more years and it is only quadruple. Also note that being 1 dollar over and it stacks and being 1 dollar under and erases. so be sure to manage your money wisely.

    So, what happens if you go over budget and/or go over the luxury tax?

    Nothing. If you have the cash for it. However if you do not have the cash you will lose your best player to the highest bidder. I don't really have a system for this because I really hope it isn't necessary.

    There will also be a minimum salary of 50 mill and it will cap out at 60M. if you don't have that much salary no penalty however you cannot collect more from the budget.

    Luxury Spends:
    Extend a Second Rounder: No Cost
    Second Rounders can be extended for one additional year at $540,850.

    Cut a Second Rounder: No Cost
    Second Rounders can have one or two years cut from their contract.

    Cut a First Rounder: 1/2 the players salary in the current year.
    First Rounders can have the final two years of their contract voided.

    Hire a Trainer: $4m
    A player can have his injury cut in half by hiring a trainer. This can only be used once per individual injury.

    LeBron Who?: $2m
    Increase a playerís loyalty by 10 points by recapping what happened to LeBron.

    African Adventure: $2m
    Decrease a playerís greed by 10 points by taking him to Africa.

    The Karl Malone Treatment: $2m
    Increase a playerís play for winner by 10 points by reminding him how Karl Malone never won a ring.

    - Players are only allowed to have 3 Skill Camps in their career.
    - You can only give a player the same Skill Camp twice in his career. The 3rd must be a different Skill Camp.
    - Players can only be Skill Camped once every two seasons.
    - Players age 30 and older cannot be Skill Camped or attend an Athletic Workout.
    - Teams can only use 5 camps in a season, this tally includes all types: Skill Camps/Athletic Workout/Euro Trip.
    - The Skill Camp and Athletic Workout period is from Training Camp to Sim 4. No camps will be input after Sim 4.
    -The Euro Trip period is from Training Camp to Sim 1. No Euro Trips will be input after Sim 1. Players who attend Euro Trip must play entire season and the boosts are input before the season, not after.
    -Each Athletic Workout can only be used once on a player.
    -Players can receive Athletic Workouts in back to back seasons and during a same season they receive a Skill Camp.
    - You can't use a Skill Camp or an Athletic Workout on a player who received Euro Trip that year.

    Every Camp will cost $10m ($25m for Commissioner)
    Athletic Camps $5m ($12.5m for Commissioner)
    EuroTrip $25m ($62.5m for Commissioner)

    Skill Camps
    Inside Camp - 4 Inside, 4 Jumping
    Shooting Camp - 4 Jump-shot, 4 3pt
    Peri Camp 1 - 2 Steals, 3 Peri D, 3 Drive D
    Peri Camp 2 - 2 Steals, 3 Post D, 3 Peri D
    Peri Camp 3 - 2 Steals, 3 Post D, 3 Drive D
    Peri Camp 4 - 2 Post, 2 Peri D, 2 Drive D
    Post Camp - 2 Blocking, 3 Post D, 3 Drive D
    Rebounding Camp - 4 O Reb, 4 Reb
    Ball Handling Camp - 4 Handling, 2 Pass, 2 Quickness

    Athletic Workouts - One Use per workout per player
    Strength - 4 Strength, 10 pounds
    Speed - 6 Quickness
    Jumping - 6 Jumping

    EuroTrip - Send a player to europe to get some extra time. Only available for rookies
    +2 to all the ratings, no pot boost

    Full Scouts- There will be no full scouts. First as pointed out by several GM's, full scouts basically take away the fun and mystery of camping your players, and keeps things relatively realistic. Plus I won't lie, they are a ***** for the commissioners to do.

    Teams are given 5 free potentials and individual scouts each season. Your team only.
    Additional pots/scouts - $1m

    *Note: The free potentials are non transferable year-to-year.
    Therefore, make sure you take advantage of them each year.

    Qualifying Offers: Free, this is because you're paying for it in salary.
    Players salary will be +20% of the players year 4 Salary. This is only available to use for adding a 5th year to a rookie contract.

    The Draft

    - The draft time will be noted in the announcements and will usually start right after the playoffs unless otherwise told
    - When a GM logs on, they have 30 minutes to pick.
    - Come draft time, no invisible mode people or I will assume you are online.
    - If you are trying to make a trade while on the clock, you will be granted a 30 minutes extension to get a deal done.
    - Scouted pot= real pot.
    - No skips between 12 AM and 9 AM. EST Time zone
    - if you are withing 3 picks you will have 30 minutes to pick

    Bankers-2: 1 per conference. Keep track of the cash.

    Camp/Spends Checker-: Keep track of the camps given to each player. Make sure teams donít use more than their 5 free potentials/individual scouts.

    If your player is the best as his position on your team or one of the top 5 players on your team, he must be at least #1 at position on your depth chart. In addition, your TOP players have to be OPTIONS.



    Player of the Week - $150k
    Player of the Month - $400k
    Rookie of the Month - $300k

    All-Star Game Participant - $350k
    All-Star MVP - $200k
    3-point & Dunk Contest Contestants - $150k
    3-point & Dunk Contest Winners - $150k
    Rookie/Sophomore Game - $150k
    Rookie/Sophomore MVP - $200k

    All-League First Team - $700k
    All-League Second Team - $500k
    All-League Third Team - $300k
    All-Defensive First Team - $500k
    All-Defensive Second Team - $300k
    All-Rookie First Team - $400k
    All-Rookie Second Team - $200k

    Defensive Player of The Year - $600k
    6th Man of The Year - $350k
    Rookie of The Year - $600k
    Most Valuable Player - $1.5m

    (PPG, RPG, APG, BPG, SPG, FG%, FT%, 3PT%)
    League Leader in any category - $500k
    Ranked 2-5 in any category - $100k

    (PPG, RPG, APG, SPG, BPG, OPPG, FG%, FT%, 3PT%, OFG%)
    League Leader in any category - $500k
    Ranked 2-5 in any category - $100k

    Team Accomplishments: Exclusive, not cumulative.
    Win between 0-10- -$25 million
    Win between 11-20- -15 million
    Win between 21-30- -5 Million
    Win between 31-40- Nothing
    Win between 41-45- 5 Million
    Win between 46-50- 10 Million
    Win between 51-55- 15 Million
    Win between 56-60- 20 Million
    Win between 61-82- 25 Million

    Playoffs: Exclusive, not cumulative.
    $5m for Winning 1st Round
    $10m for Winning Semi-Finals
    $15m for Winning Conference Finals
    $20m for Winning League Championship
    GM of the Year - $2.5m

    Example: If you win 60 games you only 25 mill not 25+20 mill.
    If you win the championship, you only get $20m, not $20m+

    Post your claims in your bank and then again in your respective conference thread

    for future commishes. if you forgot to run as an administrator I found the the file location of the save files to be at C:\Users\dhop\AppData\Local\VirtualStore\Program Files (x86)\Fast Break Basketball\save
    note you have to show hidden files to get this location or just paste the line above with your computers name for the 3rd part like mine is dhop
    Last edited by killthesux; 09-19-2015 at 08:29 PM.

  2. #2
    Join Date
    Jan 2007
    Southern California
    1st Round Cuts

    You can cut a 1st rounder in their 3rd or 4th year for half of that seasons salary.

    So if you have a guy making 3 mil in their 3rd year and 4 mil in their 4th, you only have to pay 1.5 mil to cut him and you'll have both years off your books.

  3. #3
    Join Date
    Jan 2007
    Southern California
    New Rules

    If a player is put in the d-league, he may not be traded to another team.
    Last edited by Tymathee; 10-23-2012 at 03:08 PM.

  4. #4
    Join Date
    Jan 2007
    Southern California
    Camps - Clarification

    Athletic camps don't count towards your camp count, they're non exclusive.

  5. #5
    Join Date
    Jul 2010
    bump to make sure everyone reads the new rules

  6. #6
    Join Date
    Jul 2010
    added a minimum salary of 45 mill. if you don't have that much salary no penalty however you cannot collect more the budget-45million

  7. #7
    Join Date
    Jul 2010
    wanted to point out a few new rules and a reminder for some

    The Draft

    - The draft time will be noted in the announcements and will usually start right after the playoffs unless otherwise told
    - When a GM logs on, they have 30 minutes to pick.
    - Come draft time, no invisible mode people or I will assume you are online.
    - If you are trying to make a trade while on the clock, you will be granted a 30 minutes extension to get a deal done.
    - Scouted pot= real pot.
    - No skips between 12 AM and 9 AM. EST Time zone
    - if you are within 3 picks you will have 30 minutes to pick
    Last edited by dhopisthename; 08-16-2013 at 10:20 PM.

  8. #8
    Join Date
    Jul 2010
    Just adding any waiver involving firsts will now be treated as a trade

  9. #9
    Join Date
    Jul 2010
    Last edited by dhopisthename; 07-26-2013 at 05:50 PM.

  10. #10
    Join Date
    Jul 2009
    Due to the uncertainty of what's a legal cutback and talking to some GM's whenever you do a cutback with the lowest salary going out has to be at least 70% of the other team's(highest salary going out). So for example, if you are doing a trade with someone and you have a 10M cutback, the other team's player or players have to be at least 7M.
    Last edited by D1JM; 07-07-2014 at 01:53 PM.

  11. #11
    Join Date
    Jul 2009
    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.

    Guide Tym found:
    I just wanted to cover what I think is the importance of what grade the players have at Inside and Outside based on their position. Just how useful is it to have a SG who has B+ inside, or how good is a C with B outisde?

    Center: Obviously the most important position for the inside rating. If you want a scorer in the post he needs to be able to finish around the hoop. There are instances where a team set to an Outside focus might still choose to have a Center who can hit three's. But then I ask you who is your rebounder, your Power Forward? Could be, but he might get out worked by the other team's Center who is likely a few inches larger.

    Overall: 95% Inside, 5% Outside

    Power Forward: The Power Forward position is interesting because you can really turn on the perimeter pressure by having a Power Forward who can hit from behind the arch. There aren't many PFs or Cs who can get out on the perimeter quickly, and even fewer who can keep up with a guy who has just a bit of speed. To me it is ultimately the Forward positions that determine your focus, because really they are the only positions that have much flexibility for what they can provide. You definately want a PF and a C who can hit their FTs though, you can't give away points.

    Overall: 70% Inside, 30% Outside

    Small Forward: This is where you get your team definition from. Sure the league is littered with SFs, but does yours play your style of basketball? Small Forwards need to hit open 3s and be able to post up if you want to run balanced. If they only have inside game, then you are stuck pressing inside, since he'll never hit a 3. Thing is you want some ability to post up, but you don't want too much. B+ is a bit excessive for a SF if they can't hit from the arch, if you want to be anything by an inside team.

    Overall: 50% Inside, 50% Outside

    Shooting Guard: A shooting guard needs to hang out behind the arch and drill open three pointers. That is all. Really inside game on a SG is just a bonus, while outside shooting is a necessity. If you are inside focus, outside focus, or balanced, you need a SG who can hit outside shots. When I ran the Orlando Magic in RETRO I was an inside team with Rik Smits and Chris Mullin. Mullin had no inside game, but was A- outside and he had his best years scoring on my team being the #2 option. I would say it is great if you can find an athlete who can get inside, because that will only help your strategy if you are balanced or inside focus, but the need is really for the shot.

    Overall: 10% Inside, 90% Outside

    Point Guard: Really the PG is a unique position. You still want some range, but the ability to get the hole can really open up your team. I think this position is closest to the SF where you want a balanced attack if you want a scorer at all. You might have a tougher time winning with a PG who is only inside focused without much shot than you would if you had a PG who just had range and no other scoring ability. Hell, the PG hardly needs to score in my book, but if he does, great...

    Overall: 40% Inside 60% Outisde

    Getting the Best Out of Your Settings

    Pace may seem like a very simple aspect in setting your roster. It can be pretty easy to just choose a faster pace if your team is good at scoring or a slower pace if your team is more of a defensive team, but this might not completely optimize performance. A team that shoots from the outside often may do better with a slower pace, because they will have more chances to get an open shot and the team's big men will have more time to get in position for an offensive rebound. Still, teams with good inside scorers also opt for a slow pace many times. This allows the inside scorer to set up and makes it easier to get him the ball. In addition, teams with many scorers may be well served to go with a slow pace so that more of their players get to touch the ball on each possession. Bad teams sometimes like to slow the game down and hope to get lucky. It is difficult to tell how well this method works, but it could help a less talented team win games.

    This is not to say that having a fast pace is without it's merits. On the other hand, a fast pace can be beneficial in a lot of situations. If a team does not handle the ball very well a fast pace can help them to get shots off before they turn the ball over. This strategy also applies when facing a team that is very strong defensively. Obviously, a team that shoots more should score more, so using a faster pace will lead to higher scoring games for both teams. Perhaps the best use of the fast pace is for teams with one prolific scorer and not a lot of other good offensive players. This allows the one scorer to make his move and try to score without dribbling around for a long time or getting inferior teammates involved.

    Pace appears to be a simple choice for an offense at first, but many complexities of a lineup, some which may seem insignificant, can affect which pace setting will lead to the best results.

    Trap and Press settings also may seem simple. Many GMs believe that a good defensive team should trap and press often, but this may not necessarily be the case. If players are good at defending but not particularly stealing the ball, then they will probably perform better when left to guard their player straight up. Conversely, those players which are good at stealing should thrive in a defense where traps and presses are common. Trapping and pressing can also help a teams offense by sparking good scoring opportunities, so teams that are having trouble on offense may want to turn the heat up on defense. Yet another way that trapping and pressing can affect a team is in the foul situation. Trapping and pressing more means a team is more likely to foul, so when trying to employ an aggressive defense, it helps if a team has a lot of depth. It would be a shame if a team's best player fouled out because he was asked to press and trap too much.

    Overall, the effectiveness of all the settings are very dependent on a team's particular composition. The only ways to find your teams optimum settings is to experiment and see what works best or just get lucky.
    -Rio de Janeiro

    What kind of trade blocks get results?

    Iíd been trying to write an article for about a week, but just wasnít seeing anything solid enough Ė something that I had a strong enough opinion on Ė to write an entire article about. My team has been playing well, but not lights out by any means.

    The league has had a number of blockbuster trades, but those are something more for the teams involved to take part in, sort of a reward for getting such a deal to work and be able to agree about it helping their teams out.

    I kept waiting, and low and behold, the subject just kept getting to me, until it suddenly resonated enough to warrant the kind of in-depth study and focus worth writing an article.


    First, weíll break down the types of trade blocks. The easiest Ė and most popular, it seems Ė is to just post your roster. A few variations might include listing their stats or their player contracts, but they are basically the same.

    This is a low-input, low-output option that can result in a trade, but usually they are smaller in size. This is one of those Ďyou get what you pay forí instances, but usually itís exactly what the GM was looking for. Little time is spent actually focusing on anything but the roster.

    Usually, the GM is relatively happy with their team and donít wish to make wholesale changes, instead looking for minor upgrades or small tweaks that could possibly pay off, but if they donít, it wonít like hurt the team overall.

    This method can and is used by any team in any situation, winning or losing, young or old, makes no difference. A happy GM is more than likely not going to do anything much that could upset whatever balance his team has found.


    A slight step up from the quick-and-easy trade-block that simply lists a roster is the growing trend of GMs to list most or all of their players in some sort of order that attaches a corresponding value to each asset, grouping them together for easier comparison.

    This is by far my favorite method, as it shows a bit more thought into what the GM is thinking and willing to do, but doesnít usually downgrade any player values unless you mistakenly list someone lower than you probably should have. In this case, youíll know it quickly as the trade block will be filled with offers for someone youíve under-valued.

    It doesnít always net results, but it at least gets others thinking about your team, reading how you rate them, and thinking about if they might value them a bit more and want to deal for them. The only drawback is that you have lost a bit of your advantage in the poker aspect of being a GM by somewhat giving away your hand.


    This is more of a general block than any of the others, not because of anything special, just the fact that it displays a luke-warm feel for the player. This usually features a very popular or very talented player name in the title that youíd normally not expect to see available very often.

    Most often, this will encourage other teams to make offers, essentially starting a bidding war for said playerís services. The worst part about this one is that it gives a lot of GMs false hope that they might actually attain this player.

    The big name is there to bring in all of the other GMs to look at the thread, but unless a spectacular deal happens to come their way, the player likely wonít be moving. Itís no totally unproductive though, as it does bring to light a few other players that teams arenít looking to shop, but are most certainly willing to deal.

    And it also generally adds to the activity of the league, in a very indirect way. Iíd bet this form is more responsible for other teams making deals than the team that initially started a thread. GMs hate to hear that a player is untouchable, and just the mere mention of a stud being on the trade block drives the trade winds like few of these others can.


    The 5 worst words ever posted on a message board: I am willing to package. I know, they might look innocent enough, and they are not threatening or even that forceful. But anyone thatís had control of a virtual team for any length of time at all has either posted or been replied to with this phrase.

    Iíd be curious to know if any real NBA (or other professional sports leagues) GMs has ever actually used this phrase when speaking to another GM. I mean, there have been some huge deals in the history of sports, and certainly hundreds of trades that could be considered packages, but I honestly doubt theyíve ever said those words. AnywayÖ </tangent>

    This one perplexes me to no end though, as right off the bat one GM reveals that he has a few players that arenít great, but arenít bad either, and they would like to combine them to make some sort of upgrade. With only so many great players in leagues like this, there is a huge pool of talent that always ends up being the focus of said packages.

    Granted, there is a market for this type of thing. Sometime teams get loaded in one aspect of the team, either a lot of frontcourt players, or a lot of guards, or maybe even tons of swingmen. The key to this type of trade is to be offering it to teams interested in making that type of move, and offering a lot of the same type of asset for a completely different type of asset.

    For instance, a team rebuilding with youth and picks would have a lot of interest in adding multiple pieces, but they arenít going to be giving up a young, cheap, but better player in return. It totally goes against their plan. A team with a strong starting line-up and no bench also might look to make a package deal, but youth isnít going to help them as much as a few dependable vets might, and they would probably be looking to add them for cheap, rather than give up all that much in the deal.

    All-in-all, this is one of those where you have to catch a GM/team in the right place at the right time to make it work. The offers might be totally different, but just about any team in the league has the pieces needed to make a package work, so there is so little demand it can be increasingly frustrating to find a way to make it work.


    This is the high-risk, possible high-reward method that can vary greatly on the type of deals that result. You have one GM that is totally upset with how his entire team or even an individual player is performing. The Ďdesperateí GM is almost always going to take a hit in a deal like this. Heís got something he doesnít like, he wants to change, and all you have to do is push him in the direction he is already going.

    However, the high-reward pay-off isnít guaranteed, either. Sometimes you find out why the previous GM was so unhappy with that playerís performance, and other times you find a solid contributor for cheap. This philosophy almost always results in some kind of deal even if it doesnít involve the player initially mentioned.

    Anytime you start mentioning specific players you also run the risk of de-valuing the player to the point that you cannot possibly deal him for what is being offered. That puts you into a bit of a corner as well, seeing as how a player you really wanted to be rid of now is stuck on your roster.


    As bad as desperation is, there is one thatís worse than almost all of the others combined, at least in my opinion. Seeing the same thing repeated again and again means that the GM has set his mind on who he wants so bad, that nothing else matters until they get it. It means that all other trade talk with that GM becomes secondary and almost pointless.

    I most certainly applaud any GM that is that certain about the direction he wants to go with the franchise, and cannot fault them for it. But if the deal isnít out there immediately, changing your tactic to pursuing specific players instead of trying to make the deal come to you is much more likely to work in the long run.

    And at the very least, once youíve exhausted your search and either made a trade or were unable to find anything, you can move on to other ideas. Or revisit the trade with a few different players that might have been suggested by others.

    The more you push a certain type of deal for a specific player Ė like wanting only expiring contracts and draft picks or are focused only on adding youth, the more other GMS see that there just isnít a demand for that kind of deal to happen.

    Older players are being shopped for a reason. Players with outrageous contracts are being dealt for a reason; they arenít in their plans and have outlived their usefulness. Itís better to try to see what you can get for a player and then decide what to want in return, than to hopelessly wait around for a perfect deal that hasnít shown up before and likely wonít ever.


    In the end, patience and diligence are often the best way to go about improving your team through trades. Focusing too much on a certain player or type of trade is only going to limit the GMs interested in trading and will certainly hinder your ability to trade at all, quite often putting you in the precarious situation of having to deal with still having that player and having fewer options when making
    What are the benefits/disadvantages of having a fast pace or a slow pace? also what are the benefits/disadvantages of having trap often or rarely, or having a press often or rarely?

    Pace determines how quickly your team looks to shoot.. more shots = more potential for scoring.

    Trap is all about big men getting involved in half court traps.. more defense and more fouls.

    Same for press but with guards instead.

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