I've wanted something similar to this actually, I think I've figured out a way to do so but its pretty crude and its taking me forever to get everything worked out. Also learning excel as I go which isn't making things any easier. I know this is an old thread, I'm just hoping its of use to anyone else that's wanted something similar. So, here goes.
The skill gap between the very best players and everyone else isn't wide enough for me, I want to take the current ratings, lower them all, and adjust it so that the higher skill players get hit with less of a decrease. So a player that was say 190 CA/PA would go down to 187, but a player that was initially 180 goes down to 170. A player that is 170 is now something like 155, etc. A 200 player would be unaffected completely, but very very very few players should ever come close to that, and if any do I think it should be pretty obvious how much better they actually are than the rest of the world.
I eventually brute forced my way into a decent method, still tweaking it though.
- Spoiler: Click to reveal
Few questions though if anyone could help.
When brand new players are generated in the DB, how is their PA assigned? Are they given the exact value a retired player had, is it the -9 or -8 that was put in to the database for that player, or is it some sort of average for the whole DB?
I started with 5 players over 180 PA in my sim, do I need to wait for one of them to retire for another 180+ player to generate, or is it a little more flexible?
If I have a player of lets say 180 CA, and I assign to him a -10 PA. If he rolls a 170 PA off of that, does his CA drop, or does the PA come up?
If I reduce everyones CA and PA, will their attributes self adjust down or do I need to edit things?