I developed a system for players to gain additional Elo based on their performance. This is already in the game to a minor extent, but my model is far more accurate in punishing and rewarding players for their performance. My model takes into account both damage and objective to come up with these Elo calculations. In my system, the following is possible:
- Players who play exceptionally well will NOT lose Elo on a loss.
- Players on the winning team will win different amounts of Elo based on their contributions.
- Players on the losing team will lose different amounts of Elo based on their contributions (if they play well enough, they can avoid losing Elo altogether and if they play horribly enough they can lose in excess of 90 Elo).
- Develop a system that more accurately determines a player's individual performance and skill.
In the comments are two documents: one that explains the math behind my system, and another with a simulation of seven real games.