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