Head Commentator
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Kays Krew 3
For USL efficiency, you COULD substitute SL's "game time" for a simple "plus/minus" ratio. Of course you have to set a limit, say anything over 50 kills counts as perfect efficiency (again I'm just throwing that number out).
Example: Team X defeats Team Y 55-40. Team X wins by 15 kills. So players participating from Team X would receive a .65 efficiency rating. Players participating from Team Y would receive a .35 efficiency rating.
That efficiency rating would then be computed in combination with the Competition rating. If Team X was projected the victor by the simple win/loss %, the competition rating for Team Y would be higher. Team X projected to lose, competition rating for Team Y is lower. Again, I don't know exactly how the competition rating worked, so you would have to invent your own rules on this one. But I assume everyone starts the season fresh with a 0 competition rating? After the first week you would have all the data you need.
Example: Team X defeats Team Y 55-40. Team X wins by 15 kills. So players participating from Team X would receive a .65 efficiency rating. Players participating from Team Y would receive a .35 efficiency rating.
That efficiency rating would then be computed in combination with the Competition rating. If Team X was projected the victor by the simple win/loss %, the competition rating for Team Y would be higher. Team X projected to lose, competition rating for Team Y is lower. Again, I don't know exactly how the competition rating worked, so you would have to invent your own rules on this one. But I assume everyone starts the season fresh with a 0 competition rating? After the first week you would have all the data you need.