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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.


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.

Scoring (5)

AttributeSimulation Role
Three-PointShot probability for attempts beyond the arc
Mid-RangeShot probability for pull-ups, post fadeaways, elbow jumpers
Free ThrowResolution of foul shots; enables intentional-foul tactics late in game
Close RangeNon-dunking interior buckets — floaters, runners, short pull-ups
FinishingRim attempts (layups, dunks); contested vs. Block and Inside Defense

Defense (4)

AttributeSimulation Role
Perimeter DefenseOn-ball coverage in isolation and pick-and-roll; closing out on shooters; shot contest penalty on mid-range and three-point attempts
Inside DefenseInterior help defense, post defense, rim protection
StealActive hands in passing lanes and on-ball pressure; feeds the turnover branch
BlockShot contest outcome at the rim; applies to Finishing and Close Range attempts only — mid-range contests are governed by Perimeter Defense

Rebounding (2)

AttributeSimulation Role
Offensive ReboundingSecond-chance possession probability; interacts with scheme decisions (crash vs. transition defense)
Defensive ReboundingReduces opponent second-chance probability; affects total possession count per game

Athleticism (2)

AttributeSimulation Role
SpeedTransition offense and defense, defensive recovery, fast break probability, press resistance
StrengthPost-up position resolution, rebounding contests in traffic, screen-setting effectiveness

Playmaking (2)

AttributeSimulation Role
Ball HandlingPick-and-roll ball-handler resolution, isolation, press break, turnover risk on dribble-heavy actions
PassingKick-out reads, skip passes, drive-and-dish quality; interacts with IQ tags on decision-quality nodes

Total: 15 attributes.

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.

The following were considered and deliberately excluded:

  • Verticality — redundant; expressed by Block, Finishing, Offensive Rebounding, and the dunker tag.
  • 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.

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.

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 — amplifies Three-Point in off-ball catch-and-shoot possessions
  • dunker — unlocks the dunk action branch in the possession generator; amplifies crowd heat on made attempts; slightly increases block risk from elite shot-blockers
  • crafty-finisher — reduces block risk on Finishing attempts; more forgiving vs. length; no crowd heat bonus
  • physical-screener — amplifies Strength in screen-setting resolution
  • spot-up-shooter — amplifies Three-Point in catch-and-shoot from stationary position

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 / NodePositive TagNegative Tag
Shot clock expiringlate-clock-savvypanic-chucker
Double-team triggeredpass-first-instinctforce-it
Foul troublefoul-awarefoul-magnet
Fatigue at critical thresholdself-manageroverplays
End-of-quarter possessionlate-clock-savvy
Press breakpress-resistant
Post-up decision nodehigh-post-iq

This list is not exhaustive. New IQ tags are added as new simulation decision nodes are designed.

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.

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.


  • Permanent changes occur between seasons via training-type Development Cards (e.g., "Elite Shooting Camp" raises Three-Point permanently).
  • Temporary boosts are granted by in-season Development Cards and last for a defined number of games.
  • 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.

QuestionNotes
Attribute scaling and calibrationBase values per archetype, growth curves, min/max ceilings per tag interaction. Needs a calibration pass once the simulation engine is prototyped.
Full IQ tag vocabularyTag list above covers known simulation nodes. Full vocabulary expands as new decision nodes are designed.
Tag count limits per playerIs there a cap on how many tags a player can hold? Relevant for dossier display and Development Card design. Decision deferred.