effective skill level = skill level * (a * GS) * (b * (ST / minutes played)); where a and b are constants..
in this case you could replace a and b with c, and the effect of played minutes is imho way to high in your formula i could even imagine a linear decline.
i believe it is more like that:
currrent_ skill = (a * GS + b* (ST- Possesion/timefactor))/c * Skill_level // with c >> a>> b, and a,b,c constant
but i suspect ST affects all the skills equally..
i think defensive skills and rebounding are affected more..
that could be the case, so it is a bit like enthusiam(which imho affect mostly defense), which you could insert in the formula aswell.
Last edited by CrazyEye at 5/25/2012 9:21:03 AM