Hoop Dynasty - Player Attributes & Tags
The player model is split into two distinct layers: attributes and tags. The split is conceptual and load-bearing — attributes express what a player can do physically and technically; tags express how a player behaves, decides, and responds to context.
1. Attributes
Section titled “1. Attributes”Attributes are continuous numeric values on a 1–100 scale. They represent measurable physical and technical capacities. Every attribute has a direct mechanical role in the simulation — if a change in the attribute’s value cannot change a simulation outcome, it should not be an attribute.
1.1 Attribute Domains
Section titled “1.1 Attribute Domains”Scoring (5)
| Attribute | Simulation Role |
|---|---|
Three-Point | Shot probability for attempts beyond the arc |
Mid-Range | Shot probability for pull-ups, post fadeaways, elbow jumpers |
Free Throw | Resolution of foul shots; enables intentional-foul tactics late in game |
Close Range | Non-dunking interior buckets — floaters, runners, short pull-ups |
Finishing | Rim attempts (layups, dunks); contested vs. Block and Inside Defense |
Defense (4)
| Attribute | Simulation Role |
|---|---|
Perimeter Defense | On-ball coverage in isolation and pick-and-roll; closing out on shooters; shot contest penalty on mid-range and three-point attempts |
Inside Defense | Interior help defense, post defense, rim protection |
Steal | Active hands in passing lanes and on-ball pressure; feeds the turnover branch |
Block | Shot contest outcome at the rim; applies to Finishing and Close Range attempts only — mid-range contests are governed by Perimeter Defense |
Rebounding (2)
| Attribute | Simulation Role |
|---|---|
Offensive Rebounding | Second-chance possession probability; interacts with scheme decisions (crash vs. transition defense) |
Defensive Rebounding | Reduces opponent second-chance probability; affects total possession count per game |
Athleticism (2)
| Attribute | Simulation Role |
|---|---|
Speed | Transition offense and defense, defensive recovery, fast break probability, press resistance |
Strength | Post-up position resolution, rebounding contests in traffic, screen-setting effectiveness |
Playmaking (2)
| Attribute | Simulation Role |
|---|---|
Ball Handling | Pick-and-roll ball-handler resolution, isolation, press break, turnover risk on dribble-heavy actions |
Passing | Kick-out reads, skip passes, drive-and-dish quality; interacts with IQ tags on decision-quality nodes |
Total: 15 attributes.
1.2 Derived Display Values
Section titled “1.2 Derived Display Values”The dossier card surfaces domain summary scores derived from attribute averages within each domain. An IQ indicator is derived from the aggregate of a player’s IQ tags (see §2.2). Raw attribute values are available on a drill-down screen. Scouting may partially obscure the drill-down until revealed.
Visuals and display design are deferred to a separate design session.
1.3 Notes on Non-Attributes
Section titled “1.3 Notes on Non-Attributes”The following were considered and deliberately excluded:
- Verticality — redundant; expressed by
Block,Finishing,Offensive Rebounding, and thedunkertag. - Durability — not an attribute. Durability is expressed entirely through tags (e.g.,
injury-prone,iron-man,high-motor). A numeric durability attribute creates a dump-stat problem and suppresses interesting roster decisions. - IQ — not an attribute. See §2.2.
2. Tags
Section titled “2. Tags”Tags are discrete labels attached to a player. They fire at specific simulation nodes, narrative triggers, or out-of-game decision points. A player may have any number of tags across categories.
2.1 Specialisation Tags
Section titled “2.1 Specialisation Tags”Specialisation tags amplify or constrain attribute effectiveness in a specific context. They add situational resolution that a numeric attribute alone cannot express.
Examples:
catch-and-shoot— amplifiesThree-Pointin off-ball catch-and-shoot possessionsdunker— unlocks the dunk action branch in the possession generator; amplifies crowd heat on made attempts; slightly increases block risk from elite shot-blockerscrafty-finisher— reduces block risk onFinishingattempts; more forgiving vs. length; no crowd heat bonusphysical-screener— amplifiesStrengthin screen-setting resolutionspot-up-shooter— amplifiesThree-Pointin catch-and-shoot from stationary position
2.2 IQ Tags
Section titled “2.2 IQ Tags”IQ is not a numeric attribute. Cognitive and decision-making capacity is expressed through context-specific tags that fire at discrete simulation decision nodes. At any node where a player has no relevant IQ tag, they resolve at a neutral baseline — average decision-making is the absence of a tag.
IQ tags apply a bonus or malus at their specific node. The aggregate balance of positive vs. negative IQ tags on a player drives the derived IQ indicator shown on the dossier card.
| Situation / Node | Positive Tag | Negative Tag |
|---|---|---|
| Shot clock expiring | late-clock-savvy | panic-chucker |
| Double-team triggered | pass-first-instinct | force-it |
| Foul trouble | foul-aware | foul-magnet |
| Fatigue at critical threshold | self-manager | overplays |
| End-of-quarter possession | late-clock-savvy | — |
| Press break | press-resistant | — |
| Post-up decision node | high-post-iq | — |
This list is not exhaustive. New IQ tags are added as new simulation decision nodes are designed.
2.3 Behavioral / Morale Tags
Section titled “2.3 Behavioral / Morale Tags”These tags interact with the morale and Heat systems between and during games. Already defined in 3-game-loop.md: resilient, streaky, veteran-leader, high-maintenance, team-first, confidence-dependent.
2.4 Durability Tags
Section titled “2.4 Durability Tags”Express injury risk and stamina behavior. Examples: injury-prone, iron-man, high-motor. These interact with the fatigue accumulation function and injury risk threshold. Defined in 3-game-loop.md.
3. Attribute & Tag Mutability
Section titled “3. Attribute & Tag Mutability”3.1 Attributes
Section titled “3.1 Attributes”- Permanent changes occur between seasons via training-type Development Cards (e.g.,
"Elite Shooting Camp"raisesThree-Pointpermanently). - Temporary boosts are granted by in-season Development Cards and last for a defined number of games.
3.2 IQ Tags
Section titled “3.2 IQ Tags”- IQ tags are mutable via Development Cards.
- A card may add a new positive IQ tag to a player (upside-seeking development).
- A card may remove a negative IQ tag from a player (floor-raising development).
- Both directions are valid and represent distinct card design categories.
- All Development Cards have conditions governing when and to whom they can be applied.
4. Open Questions
Section titled “4. Open Questions”| Question | Notes |
|---|---|
| Attribute scaling and calibration | Base values per archetype, growth curves, min/max ceilings per tag interaction. Needs a calibration pass once the simulation engine is prototyped. |
| Full IQ tag vocabulary | Tag list above covers known simulation nodes. Full vocabulary expands as new decision nodes are designed. |
| Tag count limits per player | Is there a cap on how many tags a player can hold? Relevant for dossier display and Development Card design. Decision deferred. |