MY HOOP LEGACY
Game guide

GM mode hands you the keys to a franchise and an owner who is absolutely keeping score. No clipboard, no minutes on the floor - just roster-building, and the pressure that comes with it.

The owner sets the terms

Every team comes with a mandate, and you are graded against that mandate rather than against wins in the abstract. The three you'll meet are win now, develop the young core, and tear it down and rebuild. A 38-win season is a failure on one of those and a success on another.

So the first real decision is an honest one: what situation did you actually walk into? Taking a 25-win roster and chasing the play-in is how GMs get fired here, because you spend the assets that the mandate wanted you to accumulate and you still miss.

Rebuilds are a contract, not a vibe

If you commit to a rebuild, it becomes a real multi-season mandate with milestones - accumulate picks, get younger, clear the bad money, develop the players you kept. The owner tracks progress against those, and in the final season of the plan he expects you to start turning it into wins.

Get it right and the mandate graduates into a retool and the win goals come back. Coast through it and you've spent three years being bad on purpose with nothing to show, which the owner notices.

Trades run on a real value model

The trade machine is not a rubber stamp. Every player and pick carries a value that accounts for production, age, contract, and fit, and the AI will not take a deal that makes it worse just because the salary matches.

There are also quality gates on what the AI itself proposes, so you won't get buried in nonsense offers or watch two computer teams flip the same player back and forth. If you want to win a trade, you generally have to find a team whose mandate is the opposite of yours - your win-now need is somebody else's rebuild asset.

The cap is the whole puzzle

Contracts have years and money, and both bind you. A player with one year left is an extension candidate; at zero he walks. Salary matching, roster spots, and the money you already owe shape every move, and the fastest way to ruin a franchise is a long deal for a good-not-great player in his late twenties.

The draft and your scouting pipeline

Draft classes are generated with a real rating curve, and what you see is not the truth - it's what your scouts report. Prospect ratings come to you as bands, and the quality of your scouting staff decides how tight those bands are.

That turns the draft into an information game. A good scouting department doesn't hand you the right answer, it narrows the range enough that your pick stops being a coin flip. Combine results and workouts move projections, but only within believable limits - nobody jumps from the second round to the lottery on one good day.

Minutes are a development tool

Setting the rotation isn't just a lineup card. Young players grow with playing time, so how you spend minutes is one of your strongest levers. Handing a 21-year-old 28 minutes on a bad team is a legitimate strategy, and so is burying him behind a veteran if you need this season's wins.

The sim respects the tradeoff honestly. You cannot both maximize development and maximize wins with the same rotation, and pretending otherwise is how mandates get missed.

Staff, facilities, and the quiet multipliers

You hire scouts, trainers, and coaches, and each quietly shifts a system: scouts tighten your draft bands, trainers reduce injuries and speed recovery, and coaching quality feeds development and how well your tactics execute. None of it is flashy, and all of it compounds across a five-year plan.

The inbox never really stops

Trade offers, agent calls, front-office asks, and owner notes land in your inbox all season. Acting on a request turns it into a directive with credit attached, so the inbox is a genuine source of objectives rather than a notification feed.

The texts are roster-aware too - people ask about the actual players you actually have, and replying can spawn follow-up work. It adds up to a job that feels like a job, in the good way.

Watching your team play

You can sim a game instantly, sim to the end from wherever you are, or watch the whole thing on the 3D court. Watching is a spectator seat, not a controller - you're seeing the rotation and the tactics you set actually play out, which is the fastest way to find out that your starting lineup doesn't work.

Run a franchise