Player Scoring System

The Dugout Plan scoring system is designed to provide consistent, meaningful evaluations of player skills across different age groups and skill levels. This page explains how scores are calculated and what they mean.

All scores are displayed on a scale of 1-10, with higher numbers indicating better performance.

Overall Scoring Structure

The overall player score is calculated from five main skill categories, each weighted according to its importance:

  • Hitting 25%
  • Pitching 25%
  • Fielding 25%
  • Base Running 15%
  • Physical Metrics 10%
Calculation Example

If a player has the following category scores:

  • Hitting: 7.5
  • Pitching: 6.0
  • Fielding: 8.0
  • Base Running: 7.0
  • Physical: 6.5

The weighted calculation would be:

(7.5 × 0.25) + (6.0 × 0.25) + (8.0 × 0.25) + (7.0 × 0.15) + (6.5 × 0.10) = 7.18

This raw score is then adjusted by the skill level factor.

Skill Level Adjustment

The 0.80 factor for High School skill level is part of a graduated scoring system designed to account for the increasing expectations and standards as players advance to higher levels of play.

Progressive Difficulty

As players advance from beginner levels (Tee Ball) to more advanced levels (High School, College), the expectations for their performance naturally increase. The same raw performance that might be excellent for a Tee Ball player would be considered average or below average for a High School player.

Skill Level Adjustment Factors
Skill Level Adjustment Factor Score Reduction
Tee Ball 1.00 0%
Recreation League 0.98 2%
Little League 0.95 5%
A 0.93 7%
AA 0.90 10%
AAA 0.87 13%
Majors 0.85 15%
High School 0.80 20%
College 0.75 25%
Practical Example

If a Tee Ball player and a High School player both have identical raw scores (say 50 points), the Tee Ball player's final score would be 50 × 1.0 = 50, while the High School player's score would be 50 × 0.8 = 40. This reflects the reality that the same performance level is more impressive from a beginner than from an advanced player.

Coaching Context

This adjustment helps coaches provide more accurate and meaningful evaluations. It prevents score inflation at higher levels and ensures that improvements are recognized appropriately within the context of the player's skill level.

Motivation and Development

The system encourages continuous improvement. As players advance to higher skill levels, they need to work harder to maintain or improve their scores, which aligns with the increasing competitiveness of higher-level baseball.

The 0.80 factor specifically for High School represents a significant 20% reduction in scores compared to beginners, reflecting the substantially higher standards expected of high school players who are often competing for college opportunities or even professional scouting attention.

This approach is common in sports evaluation systems where the same raw abilities (speed, strength, technique) need to be evaluated differently based on the competitive level of the athlete.

Category Scoring Details

Hitting Score Components

  • Contact Rating 25%
  • Power Rating 30%
  • Plate Discipline 15%
  • Exit Velocity 30%
Exit Velocity Conversion

Exit velocity (measured in mph) is converted to a 1-10 rating using this formula:

  • ≤ 30 mph: Rating = 1.0
  • ≥ 120 mph: Rating = 10.0
  • Between 30-120 mph: Linear scale

Formula: Rating = 1.0 + ((Exit Velocity - 30) / 90) × 9.0

Pitching Score Components

  • Control Rating 25%
  • Velocity Rating 30%
  • Movement Rating 25%
  • Fastball Velocity 20%
Fastball Velocity Conversion

Fastball velocity (measured in mph) is converted to a 1-10 rating using this formula:

  • ≤ 15 mph: Rating = 1.0
  • ≥ 105 mph: Rating = 10.0
  • Between 15-105 mph: Linear scale

Formula: Rating = 1.0 + ((Fastball Velocity - 15) / 90) × 9.0

Fielding Score Components

  • Glove Work Rating 25%
  • Arm Strength Rating 10%
  • Throwing Accuracy Rating 20%
  • Range Rating 25%
  • Infield Velocity 20%
Infield Velocity Conversion

Infield throwing velocity (measured in mph) is converted to a 1-10 rating using this formula:

  • ≤ 15 mph: Rating = 1.0
  • ≥ 105 mph: Rating = 10.0
  • Between 15-105 mph: Linear scale

Formula: Rating = 1.0 + ((Infield Velocity - 15) / 90) × 9.0

Base Running Score Components

  • Speed Rating 25%
  • Technique Rating 25%
  • Decision Making Rating 25%
  • 60-Yard Dash Time 15%
  • Home-to-First Time 10%
60-Yard Dash Conversion

60-yard dash time (measured in seconds) is converted to a 1-10 rating using this formula:

  • ≤ 6.0 seconds: Rating = 10.0
  • ≥ 15.0 seconds: Rating = 1.0
  • Between 6-15 seconds: Linear scale (lower is better)

Formula: Rating = 10.0 - ((60-Yard Time - 6.0) / 9.0) × 9.0

Home-to-First Conversion

Home-to-first time (measured in seconds) is converted to a 1-10 rating using this formula:

  • ≤ 3.0 seconds: Rating = 10.0
  • ≥ 7.0 seconds: Rating = 1.0
  • Between 3-7 seconds: Linear scale (lower is better)

Formula: Rating = 10.0 - ((Home-to-First Time - 3.0) / 4.0) × 9.0

Physical Metrics Score Components

  • Height 35%
  • Weight 25%
  • Vertical Jump 40%
Age-Appropriate Scoring

Physical metrics are scored based on age-appropriate expectations:

  • Height and weight are compared to CDC growth chart percentiles
  • Vertical jump is evaluated against age-specific performance standards
  • All physical metrics use a base score of 5.0 with adjustments based on performance

For example, a vertical jump of 24+ inches for a player over 15 years old would receive a score of 9.0.