I've been asked to explain a bit more about how the formulas work, what the constants are, etc. So here goes...

Think of the formulas as:

(A) + (B)

Where

(A) = Ship-specific stuff

(B) = Ship-neutral stuff

(A) produces a score from $0 to $30

(B) may allow the score to rise above $30

This approach allows for scores between ships to be comparable, dependent on how (A) is tuned.

The full formulae are:

Terr

MAX(0, MIN(30, ((1/(((IF(D = 0, 0.01, D))/TPMin)/0.15))*30)+(K/10) )) + (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

Shark

MAX(0, MIN(30, (((RPD-2.2)/(3.1-2.2))*30)+((K-TK)/10) )) + (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

Spider

MAX(0, MIN(30, ((K/TP)/4.8)*30 )) + (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

(B) for all ships is:

+ (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

(A) is therefore:

Terr

MAX(0, MIN(30, ((1/(((IF(D = 0, 0.01, D))/TPMin)/0.15))*30)+(K/10) ))

Shark

MAX(0, MIN(30, (((RPD-2.2)/(3.1-2.2))*30)+((K-TK)/10) ))

Spider

MAX(0, MIN(30, ((K/TP)/4.8)*30 ))

I will remove the MIN and MAX to simplify and discuss (remember that those limits exist).

Each ship's (A) component should produce a number between $0 and $30.

This is achieved by devising a fraction between 0.00 and 1.00 and multiplying $30 by it.

((1/(((IF(D = 0, 0.01, D))/TPMin)/0.15))*30) +(K/10)

The objective is to base most of the score on deaths-per-minute (dpm), with a small addition for kills.

This part is just division-by-zero error protection: IF(D = 0, 0.01, D)

If the player has zero deaths, a dpm of 0.01 is assumed, which is so low it produces the maximum score.

I'll re-state the formula with this simplified out:

((1/((D/TPMin)/0.15))*30) +(K/10)

This part calculates dpm: (D/TPMin), e.g. 1 death in a 10 minute game is 0.1 dpm.

The constant 0.15 is a dpm target required to get the full $30.

If the player has 0.1 dpm, then 0.1/0.15 = 0.67.

If the player has 1 dpm, then 1/0.15 = 6.67.

Dividing 1 by this number inverts it (as higher dpm is bad):

1/0.67 = 1.49

1/6.67 = 0.149

Multiply that by $30 and you get a sensible number between $0 and $30. $30 is achievable but not too easy.

This part represents a small bonus for kills at a rate of $1 per 10 kills: (K/10)

E.g. a terr who gets 40 kills will get a $4 bonus.

Note this is still part of (A), which is capped at $30, otherwise terr scores could theoretically be higher than spider or shark scores.

(((RPD-2.2)/(3.1-2.2))*30) +((K-TK)/10)

The objective is to base most of the score on RPD, with a small addition for kills.

The constant 2.2 represents an RPD which should produce $0.

E.g. if your RPD is 2.2 then 2.2-2.2 = 0; 0*$30 = $0.

The constant 3.1 represents and RPD which should produce $30.

E.g. (3.1 - 2.2)/(3.1 - 2.2) = 1.0; 1.0*$30 = $30.

The kill bonus is the same concept as for terr, but with TKs removed.

((K/TP)/4.8)*30

The objective is to base most of the score on kills-per-minute (kpm).

This part represents kpm: (K/TP)

E.g. 70 kills in a 15 minute game is: 70/15 = 4.67kpm

E.g. 30 kills in a 15 minute game is: 30/15 = 2kpm

The constant 4.8 represents the kpm which should yield $30.

E.g. 4.8/4.8 = 1; 1*$30 = $30

E.g. 4/4.8 = 0.83; 0.83*$30 = $25

E.g. 3/4.8 = 0.625; 0.625*$30 = $19

E.g. 2/4.8 = 0.42; 0.42*$30 = $13

**APPROACH**Think of the formulas as:

(A) + (B)

Where

(A) = Ship-specific stuff

(B) = Ship-neutral stuff

(A) produces a score from $0 to $30

(B) may allow the score to rise above $30

This approach allows for scores between ships to be comparable, dependent on how (A) is tuned.

**FORMULAE**The full formulae are:

Terr

MAX(0, MIN(30, ((1/(((IF(D = 0, 0.01, D))/TPMin)/0.15))*30)+(K/10) )) + (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

Shark

MAX(0, MIN(30, (((RPD-2.2)/(3.1-2.2))*30)+((K-TK)/10) )) + (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

Spider

MAX(0, MIN(30, ((K/TP)/4.8)*30 )) + (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

(B) for all ships is:

+ (TeK*1) + IF(Win,1,0) + ((TFor/TTarget)*3)

(A) is therefore:

Terr

MAX(0, MIN(30, ((1/(((IF(D = 0, 0.01, D))/TPMin)/0.15))*30)+(K/10) ))

Shark

MAX(0, MIN(30, (((RPD-2.2)/(3.1-2.2))*30)+((K-TK)/10) ))

Spider

MAX(0, MIN(30, ((K/TP)/4.8)*30 ))

I will remove the MIN and MAX to simplify and discuss (remember that those limits exist).

**DETAILS**Each ship's (A) component should produce a number between $0 and $30.

This is achieved by devising a fraction between 0.00 and 1.00 and multiplying $30 by it.

**Terr**((1/(((IF(D = 0, 0.01, D))/TPMin)/0.15))*30) +(K/10)

The objective is to base most of the score on deaths-per-minute (dpm), with a small addition for kills.

This part is just division-by-zero error protection: IF(D = 0, 0.01, D)

If the player has zero deaths, a dpm of 0.01 is assumed, which is so low it produces the maximum score.

I'll re-state the formula with this simplified out:

((1/((D/TPMin)/0.15))*30) +(K/10)

This part calculates dpm: (D/TPMin), e.g. 1 death in a 10 minute game is 0.1 dpm.

The constant 0.15 is a dpm target required to get the full $30.

If the player has 0.1 dpm, then 0.1/0.15 = 0.67.

If the player has 1 dpm, then 1/0.15 = 6.67.

Dividing 1 by this number inverts it (as higher dpm is bad):

1/0.67 = 1.49

1/6.67 = 0.149

Multiply that by $30 and you get a sensible number between $0 and $30. $30 is achievable but not too easy.

This part represents a small bonus for kills at a rate of $1 per 10 kills: (K/10)

E.g. a terr who gets 40 kills will get a $4 bonus.

Note this is still part of (A), which is capped at $30, otherwise terr scores could theoretically be higher than spider or shark scores.

**Shark**(((RPD-2.2)/(3.1-2.2))*30) +((K-TK)/10)

The objective is to base most of the score on RPD, with a small addition for kills.

The constant 2.2 represents an RPD which should produce $0.

E.g. if your RPD is 2.2 then 2.2-2.2 = 0; 0*$30 = $0.

The constant 3.1 represents and RPD which should produce $30.

E.g. (3.1 - 2.2)/(3.1 - 2.2) = 1.0; 1.0*$30 = $30.

The kill bonus is the same concept as for terr, but with TKs removed.

**Spider**((K/TP)/4.8)*30

The objective is to base most of the score on kills-per-minute (kpm).

This part represents kpm: (K/TP)

E.g. 70 kills in a 15 minute game is: 70/15 = 4.67kpm

E.g. 30 kills in a 15 minute game is: 30/15 = 2kpm

The constant 4.8 represents the kpm which should yield $30.

E.g. 4.8/4.8 = 1; 1*$30 = $30

E.g. 4/4.8 = 0.83; 0.83*$30 = $25

E.g. 3/4.8 = 0.625; 0.625*$30 = $19

E.g. 2/4.8 = 0.42; 0.42*$30 = $13

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