I like this idea, regardless of the specific formula used. Obviously you'd want it to be a good one, but any calculation we come up with is bound to be better than "level", due to the wide variance in the application of trains, skill points, etc.
However, I think a simpler formula could be used. You want to be sure that:
1) You're counting the value of the attributes (based on the caps)
2) You're counting any unspent SPs
3) You're counting unspent TPs (hey, 14 TPs could add up)
4) You're counting unspent BTs (every 5 is worth 1 SP directly, not to mention the temp boost potential)
5) You're using the raw stats, rather than equipment modified stats
6) You're counting the partial gains from training (they haven't materialized yet, but they will after further training)
Basically, you could do something like:
attribute value (based on the cap values, including partial training gains) + unspent SPs + unspent TPs/5 + unspent BTs/4 + (VAs * some VA factor)
I'm not sure whether you should take boost availability into account. On the one hand, it's a place where they could potentially improve their build significantly, but on the other hand there's no telling if they'll actually go for it. TBH, league assignments after boosting is closed for the last season and before it's opened for the next season is enough to manage the boost gaming in the post season.
I realize that equipment is an important factor to builds in GLB, but if you took it into account for this rating, it would be too easy for a team to remove all their EQ to get their grade down for league assignments, and then slap it back on right before the games start.
Also, if we're going to do anything more complicated than level, it will be important to make sure owners/agents can figure out who can be on their team. Either by putting a "grade" limitation on the marketplace, or with something like this:
http://goallineblitz.com/game/forum_thread.pl?thread_id=3606425
However, I think a simpler formula could be used. You want to be sure that:
1) You're counting the value of the attributes (based on the caps)
2) You're counting any unspent SPs
3) You're counting unspent TPs (hey, 14 TPs could add up)
4) You're counting unspent BTs (every 5 is worth 1 SP directly, not to mention the temp boost potential)
5) You're using the raw stats, rather than equipment modified stats
6) You're counting the partial gains from training (they haven't materialized yet, but they will after further training)
Basically, you could do something like:
attribute value (based on the cap values, including partial training gains) + unspent SPs + unspent TPs/5 + unspent BTs/4 + (VAs * some VA factor)
I'm not sure whether you should take boost availability into account. On the one hand, it's a place where they could potentially improve their build significantly, but on the other hand there's no telling if they'll actually go for it. TBH, league assignments after boosting is closed for the last season and before it's opened for the next season is enough to manage the boost gaming in the post season.
I realize that equipment is an important factor to builds in GLB, but if you took it into account for this rating, it would be too easy for a team to remove all their EQ to get their grade down for league assignments, and then slap it back on right before the games start.
Also, if we're going to do anything more complicated than level, it will be important to make sure owners/agents can figure out who can be on their team. Either by putting a "grade" limitation on the marketplace, or with something like this:
http://goallineblitz.com/game/forum_thread.pl?thread_id=3606425