The subject says it all: I think global ranking would be more meaningful if it was based off of game score, not whether your team won or lost.
Consider the following scenario: You are an 1100 ranked player (not unlike myself). In almost every game you play, you are the last player left standing and you have by far the highest score, mass income, and energy income (next to the air players on maps with air spots). Yet your allies die, and that's game. You can't fill three spots in a four player game.
What happens?
You never get above that rank. As you go down, you play against lower ranked players who you can run over, ensuring your rank doesn't fall too low. But it never gets too high, either. Not because you aren't a good player, but because you always end up with allies who get themselves killed.
On the other end of the scale, there are the folks who "ride" the wins of other players, joining games stacked towards them to increase their rank.
I find this all very frustrating. In short, you can have good players who always lose because of their allies, and bad players who always win because of their allies. So gaining/losing points based on wins/losses is meaningless.
I propose a new way of gaining/losing rank that is based solely, or at least mostly, on score during game. There are two ways this could be done:
(1) Taking the median score of the game, the average ranking of the game, and appointing points on how well players "should have done" against the median based on their rank. For instance, a comparatively low ranking player in a low scoring game who scored well would gain points, a comparatively high ranking player in a low scoring game who scored well would gain fewer points, etc.
(2) Comparing the score of a player to the scores of other players who played that position based on the time they died. For instance, take all the scores of players at 20:00 +- 2 minutes in position x on map y. If you die at 20:00 +- 2 minutes and score above the average and you are below average ranking, you gain points. Etc.
I acknowledge a few shortcomings with this system.
For starters, if you know what makes your score go up, you could rig the system. However, I don't think it's easy to do both that and stay alive long enough for it to make a difference in what your ranking would be.
Second, it doesn't take into account you doing stupid things, which is part of the original problem. You could have the highest score but overexpose your ACU -- classic mistake of a lower ranking player -- and gain points because of it. I'd like to say that this is accommodated for because no player who can score high enough to raise their rank would overexpose their ACU, but I can't substantiate or un-substantiate that claim.
I know this isn't a perfect proposal, and I expect there to be some discord, but I wanted to put it on the table and see what thoughts there were. So, ready, go.