SOCOM II: U. S. NAVY SEALS
Scoring System
SOCOM II scoring/ranking system is based on a scientific method called the Chess Ranking System developed by Dr. Arpad Elo. Of course it has been seriously modified to fit the needs of SOCOM II.
First and the most important thing is that overall score of the player/team determines the points awarded to the individual on the rank ladder. This is the one that we all check our standings on. To skip the not interesting part do not forget just the title rank system (i.e. Captain, Lt. Commander, etc.)
When you 1st start the game you are awarded with 1000 pts. If this is not the case, meaning that an Ensign does not have 1000 pts, than every player would practicaly become a Lieutenant before  even playing a single round. this is the case because there is a possibility that there would be players who underpreformed and went under 1000 pts, so the minimum value for pts is 1000.
The primary way to go up in rankes is to be on the winning side in games. Wining a WHOLE game is 70% of the points awarded to you after each game. Now following factors will influence the remaining 30% of the points awarded:

Relative strenght of the teams:
At the end of the rounds and than the game scores of both sides are compared to the RANK WEIGHT FACTOR and after having calculated each sides initial final scores those are compared to opossing team and again weighted based on the difficulty of opponent. (die by a underanked player will not significantly influence score more than dying from a equal or better skilled/ranked player)
Weight factor is calculated by assigning a value to each class (out of 5 possible), to all players and than multiplied by number of players.This is usualy some 10-15% of the remaining 30% we are talking about right now.

Size of the Both teams in Games:
Full siz?e team games are more worth than the smaller game, lets say 5vs5 or less.Size of the team will also be a deciding factor only if the teams are uneven to a margin of 2 or more players. It is usualy 8-10% of the score.

Number of Rounds won by a Losing Team:
Winning by a bigger margin gives 2% more score per round differential won. So winning by a sweep gives a 12% increase in score.

Individual score and perfomance by a player:
Large number of kills, winning and MVP, not dying a lot are very significant in individual performance. But this system is based mostly on achieving the goals preset by the game.(ones listed on the loading screen), so killing hostages, breaching critical points, blowing up radio towers, etc. will usually have a higher individual factor. This however does not have to be the case as player with 17-4 and one bomb planted, will get more definately a higher IF than the 6-9 player who planted 3 bombs. To clarify even more, doing the presets will be more influential if you do it continously than if you do it sporadicaly.

Last thing to consider is that "score" at the end of the game, and the "score" on the ranking screen are not directly proportinate. The main ranking can be think of as RATING while all the other scores through out the games are POINTS gathered to increase the RATING



NOTE: scoring system is a courtesy of 1UP.com and Zipper Interactive
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