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Special skills, and a locker room that remembers

Vol. 7 · Oct 8, 2026. Two things went live today. Every player can now carry up to three special skills or weaknesses that your scouts and the film have to find. And the locker room has a memory: groups, grudges, and trade demands that start in private. Screens and real numbers inside.

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Reading · Vol. 7Scroll to read
HoopSim
HOOPSIM · OFFICIAL COLUMN VOL. 7 · OCT 8, 2026
State of
the Game
UPDATE · SKILLS · DEMANDS · GRUDGES
SPECIAL EDITION · WHAT THE RATINGS DON'T TELL YOU
Dr. PossessionAri Lindqvist · @DrPossession · Engine & realism

Special skills, and a locker room that remembers

Two things went live today. Every player can now carry up to three special skills or weaknesses that your scouts and the film have to find. And the locker room has a memory: groups, grudges, and trade demands that start in private. Screens and real numbers inside.

Two things went live in HoopSim today, and both are about the people on your roster rather than their ratings. The first is special skills: the small habits that separate two players with the same grades. The second is the locker room. Players now sit in groups, remember how they were treated, and, when something really isn't working, ask out.

Part one · Special skills

Thirty small edges

There are 30 special skills: 19 skills and 11 weaknesses. Each one is a small nudge in one situation, on top of a player's ratings and his role. A Clutch shooter is a little better in the last minutes of a close game. A Rim Deterrent makes opponents finish a bit worse at the rim while he's on the floor. A Foul Prone big picks up cheap fouls and gets into foul trouble early. None of them turns a bench player into a star. They make the same grades play a little differently, and they give you one more reason to choose one player over another.

THE PLAYER CARD
A player card with three skill stamps under the role: Hothead, Clutch, Shot CreatorCard
HOW HE PLAYS with a Special Skills list: each stamp, what it does, and 'from film'How he plays
An unknown skill stamp with a film bar: 13 more games to a full readNot read yet
Left: skill stamps on the card. Middle: HOW HE PLAYS explains each one and where it came from. Right: a player your film hasn't read yet.
THE 30
GOOD19 skillsClutch · Ice Water · Big StageCorner Specialist · Deep Range · Shot CreatorFoul Magnet · Plays Through Contact · Transition ThreatCourt Vision · Pick-and-Roll Maestro · Lob Threat · Floor LeaderRim Deterrent · Stopper · Pickpocket · SwitchableBoard Crasher · Tireless
BAD11 weaknessesFoul Prone · Turnover Prone · Ball StopperStreaky · Chucker · Slow StarterShrinks Late · Free-Throw YipsHothead · Matador · Out of Shape
One nudge each, in one situation. Never both sides of a pair.

A player carries at most three. Most players carry none or one. Two is uncommon, three is rare, and nobody holds both sides of a pair. Here is how it came out across the two leagues on launch day.

LAUNCH DAY · BOTH LEAGUES
SKILLS IN PLAY561on 438 players
GOOD335skills
BAD226weaknesses
Real counts, both leagues combined.
PLAYERS WHO HAVE ANY
ONE75%327 players
TWO23%99 players
THREE3%12 players
About half of all rostered players have none at all.

Earned on the floor, not handed out

Skills aren't random and they aren't a trait you buy. They are earned and lost from real play: a player's ratings, his role and what he actually does over a season. Every offseason the list is checked again. A shooter who stops hitting from the corner can lose Corner Specialist. A young player who learns to finish through contact can earn it. Nothing changes in the middle of a season.

You have to find them

This is the part I like most. You don't get to see the list. A skill shows up only when your scouts spot it or the film shows it.

HOW A SKILL SHOWS UP
  1. 1
    Your scoutsScouts with a read on a player can spot a good skill that shows on tape. They never report a weakness.
  2. 2
    The filmGood skills go public after about 10 games of film, late-game skills after about 15, and weaknesses only after about 20.
  3. 3
    Your own playersYou watch your own team every night, so your own players' film reads faster.
  4. 4
    The revealA Film room card on your Start page and a note in your inbox.

Until then a player shows an unknown stamp and a film bar that counts down to a full read. When something new turns up, your Film room card tells you, and a note lands in your inbox.

FILM ROOM · NEW READ
A Film room card: new read, a player is Foul Prone, picks up cheap fouls and gets in foul trouble early
The moment the film shows it: the stamp and what it means.

Film started counting today, the day skills went live. Nothing is retroactive, so the first film reveals will arrive over the next few weeks of games, a few at a time.

Where you'll see them

Once you know about a skill, it travels with the player: stamps on his card and in HOW HE PLAYS, on your roster, on the depth chart, in free agency and in the trade builder.

WHERE THE STAMPS GO
The trade builder's player list with skill stamps beside each nameTrade builder
A free agent with a weakness and a skill stamp under his nameFree agents
A draft prospect: two dashed stamps marked 'scouts project it · games will confirm'Draft
Left: the trade builder. Middle: free agents. Right: a draft prospect with stamps his scouts project.
YOUR ROSTER ON A COMPUTER
The roster on a computer with skill stamps next to player names
Every skill you know about, next to the name.
THE DEPTH CHART
The depth chart on a computer: skill icons on the starters' cards and beside bench names
Small stamps on every card and next to every name on the bench.

Draft prospects get stamps too. Before a prospect plays a game, your own scouts can project a skill for him, marked as a projection. The games will confirm it or they won't.

PROSPECTS
  1. 1
    Scouts projectYour own scouts can project a skill for a prospect before he plays a game. It's their read, and other clubs don't see it.
  2. 2
    Games confirmOnce he plays, the film takes over, the same way it does for everyone else.

Fair for everyone

The same fog applies to everyone. The AI front offices value only the skills they can see. A skill nobody has seen yet isn't in anyone's price. The media only mention a skill once the film has made it public. Commissioners get a Skill strength setting to make the effects stronger or softer for their league.

Before launch I ran thousands of staged games with skills on and off. League-wide scoring, shooting, turnovers, fouls and pace barely moved, and every league-wide number stayed within tight limits. That was the goal. Skills change who wins a particular moment. They don't change what a HoopSim game looks like.

BUILT TO BE FAIR
AI CLUBSSeenvalue only skills they can see
MEDIAFilmmention only film-public skills
COMMISSIONERStrengthSkill strength setting
Tested on thousands of staged games before launch: the league-wide numbers stayed within tight limits.

Part two · The locker room

Groups

Every roster now sorts itself into groups: The Core, Young Guns and New Arrivals. Nobody assigns them. They form on their own from who has been around, who plays the big minutes and who just walked in the door. Each group has a leader, picked using your own scouting read of the players' makeup, and each group has a mood. That mood feeds your team chemistry. A room where one group is fractured while another is settled costs you. A room where every group is settled helps.

TEAM › CHEMISTRY · LOCKER ROOM GROUPS
Locker room groups: The Core, Young Guns and New Arrivals, each with a leader, a mood stamp and the reasons behind it
Each group with its leader, its mood, and what is moving it.

You see your own team's groups and nobody else's. They are under Team › Chemistry, on your phone and on a computer.

THE SAME ROOM ON A COMPUTER
Groups on a computer: The Core marked Restless because one member wants out, Young Guns led by a Pro read
A player who wants out drags down his own group first.

Trade demands, in three steps

Sometimes a player stays unhappy for weeks over something you could fix: his minutes, the losing, his contract, or a grudge. If he matters to the team, he will eventually ask out. He doesn't start on the Wire. He starts with you.

HE WANTS OUT · THREE STEPS
  1. 1
    PrivateHe DMs you first. Just you and him. Nothing leaves the thread.
  2. 2
    His agentAbout a week later, if nothing changes, his agent starts calling teams. Word gets out and the room feels it.
  3. 3
    PublicAbout a week after that, it's on the Wire and in League chat, and other clubs can make offers.

The first step is a private DM with a card and four choices: promise him minutes, tell him the truth, ask him to wait, or let his agent shop him. Nothing leaves that thread.

STEP 1 AND STEP 2
Step 1 of 3, private: what he has, what he wants, and four buttons: promise him minutes, tell him the truth, ask him to wait 10 games, let his agent shop himPrivate
Step 2 of 3, his agent: teams calling, the room's cost so far, and three choices: let him shop, put him back in the rotation, hold firmHis agent
Left: his DM with four choices. Right: his agent, a week later, with the teams already calling.

If nothing changes, his agent starts calling teams about a week later, and word gets around. About a week after that it goes public on the Wire and in League chat, and other clubs can call.

STEP 3 · PUBLIC
A Wire story: player asks out of his club, with the timeline of the private ask and the agent's callsThe Wire
League chat card: The Wire · Trade demand, read the storyLeague chat
Wants out panel: what he wants, what he has, and the three steps with datesPlayer card
Left: the Wire story. Middle: the card in League chat. Right: the Wants out panel on his player card.
THE WIRE ON A COMPUTER
The trade-demand Wire story on a computer, with the League chat card beside it

Every step can be stopped. Get him his minutes back, start winning if losing was the problem, sign him to a new deal, or trade him. A kept promise ends it. A broken promise moves it to the next step, and he remembers it.

And a demand never forces anything. He keeps playing every night. No player sits out or gets traded because of a demand. What it costs you is chemistry, and the longer it goes on, the more it costs.

KEPT RARE ON PURPOSE
PER TEAM1demand at a time
UNHAPPY FOR14daysbefore he can ask
FORCED MOVES0never benched or traded
Spaced out across the league, with a cooldown after each one. He always plays.

There are limits to keep demands rare: one per team at a time, spaced out across the league, and a cooldown afterwards. This also replaces the older "unhappy" asks from agents, so you'll get fewer of those messages, and the ones you do get will mean something. The AI clubs live by the same rules. They can sell their own unhappy players, and they will make offers on a player whose demand has gone public.

One more thing: nobody's demand can start for the next couple of weeks of league time. A player has to stay unhappy for 14 league days in a row before he asks, and that clock started today.

Grudges

Players remember. Being cut, traded, sent to the bench, lowballed in contract talks, or promised something that never happened all stay with them. A grudge shows up in what he asks from your club for a contract, in whether he'll re-sign with you at all, in his DMs, and in his interviews. It fades over time, and it eases when the club changes GMs.

HE REMEMBERS
A former player's DM before a game against you, with a memory card: waived by you, how it shows up, when it fades, Clear the air or Leave itFormer player
A re-sign offer refused because of the cut: his ask from you is higher than from other clubsRe-sign
Left: a player you waived, before he plays you. Right: a free agent who won't come back for less.

And yes, there are revenge games. When a player faces a club he holds a grudge against, he gets a small boost that night.

MEMORIES ON FILE · BOTH LEAGUES
MEMORIES351on file today
CUTS59remembered
TRADES285remembered
Started from the last two seasons of cuts and trades, and added to by everything from today.

For commissioners

Commissioners have a Player Unrest setting with three choices: Off, Rare and Normal. Normal is the default. Off stops new demands, and grudges and groups keep running. The Office desk also has a league-wide unrest sheet that shows every unhappy player, his stage and his top reason.

COMMISSIONERS
Player Unrest setting: trade demands Normal, with what Normal, Rare and Off meanSetting
The Office desk unrest sheet header: Off, Rare, Normal, and a bar of players by stageOffice desk
Left: the Player Unrest setting. Right: the unrest sheet on the Office desk.
“The ratings tell you how good he is. The skills tell you how he plays, and the locker room tells you how he feels.”
NEXT IN THE LAB
1The first reveals. Which skills the film finds first, and how often the scouts got there before it.
2Revenge games. Whether grudge nights look any different in the box score.
3The first demands. How many start, and how many end with a kept promise instead of a trade.

Look at your Chemistry tab tonight, and keep an eye on your Film room. Tell me what you find.

— Dr. Possession