There are 36 chances in the offensive player's shot columns. X is automatically good. O is good if the shot was open. F(#) means the player gets the specified number of free throws. Only one type of shot is assumed, although when stationed outside the player does not always have the penetration open. This is not accounted for.

A player can have anywhere from 0 to 26 replays in their shot columns. This means he cannot generate a shot, and time passes while the team looks for their next opportunity. High replays from bad scorers can be a blessing as it means more shots for the more efficient options, however too many high-replay players can choke an offense, leading to frequent 24 second violations. Certain situations are automatically a replay unless the team has at least one rated shooter in the lineup. This analyzer assumes a rated shooter is always present, but does not distinguish between ratings of 1, 2, or 3.

When a player is called upon to pass there are 4 outcomes in halfcourt, a dazzler (automatic bucket), open shot, position shot, and turnover. In the fastbreak (assumed to be 30% of all opportunities - see David Little's work) the possibilities are dazzler, fast break shot, or turnover. There are 20 chances.

This is a sample data file where the first line lists the number of player records to be processed. The description of the tab-delimited columns follows.

12
Marion		23.1	-1.	0.	3.	17.	27.4	0.	0.	9.4	5 4 4	in normal	0.21	4.  10. 8.  0.
Miller		23.0	3.	6.	13.	0.	13.6	0.	0.	6.1	4 2 5	in normal	0.11	18. 8.	4.  3.
Knight		19.1	-1.	12.	8.	0.	19.3	14.	4.	5.5	3 5 0	pen normal	0.50	22. 1.	0.  6.
Jefferson	25.0	-1.	0.	11.	8.	25.0	0.	13.	5.1	5 3 3	pen normal	0.17	8.  8.	0.  0.
Varejao		7.4	21.	0.	0.	20.	13.1	0.	0.	9.4	4 2 4	in normal	0.	0.  0.	5.  17.
Milicic		15.1	6.	0.	3.	14.	0.0	0.	0.	5.6	3 1 4	in normal	0.	0.  0.	20. 11.
Barry		9.3	16.	0.	10.	10.	23.4	0.	16.	4.5	4 3 1	pen close	0.50	4.  14.	0.  7.
Head		6.1	15.	0.	5.	15.	17.9	0.	13.	4.6	4 5 1	pen close	0.5	3.  12.	0.  6.
Mutombo		6.2	26.	0.	0.	19.	7.2	0.	0.	8.5	3 1 5	in normal	0.	0.  0.	12. 17.
Hunter		2.5	21.	2.	18.	0.	20.5	9.	7.	5.3	4 5 1	pen close	0.35	0.  5.	0.  18.
Dickau		8.0	24.	4.	13.	0.	10.5	13.	0.	3.9	2 2 0	pen close	0.4	10. 11.	0.  20.
Jeffries	2.6	26.	0.	0.	20.	14.0	0.	18.	6.1	5 3 4	pen close	0.12	17. 5.	5.  14.

The lineup analyzer is designed to calculate the value of a lineup in terms of points to be expected from 100 offensive possessions. The first line contains the expected points per shot (pps) for all 5 positions (replays are considered a miss for this display) followed whether a blockman is present. In home games the computer will always use a blockman if either the PF or C is stationed inside (SOMIBA requires one to always be so to cut down this traditional "Stratball" ploy). These values are calculated assuming average defensive players.

The second line has pps for the team in the halfcourt and fastbreak (the latter if the team is in fastbreak mode) and also combined using the 30% assumption. If the halfcourt value is higher than fastbreak a warning will be issued.

The third line has the overall offensive value (pps * 100) along with several modifiers. These are the contributions (either positive or negative) from possessions, team defense, blockman, and fouling when compared to an average team. All rebounds and steals are assigned a value of 1 pps. Due to the value of fastbreaking and the consolidation of talent from a 32 team NBA to a 24 team SOMIBA, the actual pps is more like 1.07.

0.706694 1.02309 1.13065 0.550056 1.04312 blockman
Halfcourt: 1.05329 Fastbreak: 1.16119 Overall (30%FB) PPS = 1.08566
Offensive: 108.57 Possession: 6.1 Defensive: 3.7 Blockman: 0.278 Fouls: 2.47
Overall lineup value 121.11 

It is important to note that these values are not exact, and should be taken with a grain of salt, considered just for their trends, and backed up by repetitive simulation. Specifically these factors are not taken into account.

  1. Value of getting into penalty
  2. Losing offensive rebounding capabilities to turnovers
  3. Ability to convert offensive rebounds
  4. 2 and 3-rated shooters and no rated shooters
  5. Kirilenko effect
The Kirilenko effect describes the penalty a team incurs on the road when their best shot-blocker plays the SF position. If the home team does not have the SF or PF stationed inside, the computer will not set a blockman except in the case when the SF's defined shot preference is to penetrate.