PK := GK - BK
GK := 0.9 * GK ** if you strike out
GK := (0.9 + 0.1 * (PCT-75)/25) * GK ** if you miss a TRN
GK := 0.9 * (11.11 + GK) ** if you submit a TRN
BK := BK + 10 ** when game is dropped
BK := max(0, BK - 0.5) ** for every TRN submitted
where:
PK is Player Karma
GK is Good Karma
BK is Bad Karma
PCT is TRN percent return rate (for player over-all)
On successful TEST TRN these values are set to GK:=50, BK:=0
PGK := PGK - 10 * ALLY ** for a time-out call
PGK := (0.9 + 0.1 * (PCT-75)/25) * PGK ** for every missed TRN
PGK := 0.9 * (11.11 + PGK) ** for every submitted TRN
where
PGK is Player Game Karma
ALLY is number of allies in game (via 'ffN' friendly codes)
PCT is TRN percent return rate (within this game)
When a new game is joined, this value is set to PGK:=80
RI := RI + 0.02 ** for every TRN submitted
RI := RI - 1.00 ** for each Robo Issue raised
where
RI is RoboIssue control value
This is initialized to 1.0 when a game is joined, and a Robo Issue can not be
raised if this value is less than 1.0.
RRVp := max(1,RRVp-0.05) ** if race p is posted as a vacancy
min(max(RRVp,PRp),RRVp+0.1) ** if race p is occupied by a human
RRV := sum(RRVp)
TL := min(50,VL)
GV := (min(GT,TL) / TL) * RRV * CMF
TGV := (min(GT,50) / 50) * (GR * (max(50,GT) - 50) / 10) * CMF
VPT := sum(PTSp * min(20,TRNSp) / 20)
GV'p := max(0,GV * ((PTSp * min(20,TRNSp) / 20) / VPT)) + (TGV * TRNSp / TRNS)
GVp := GV'p * SS * DFp * RFp * TFp
TFp := TRNSp / (RSTSp - 1) ** if TRNSp > 20
:= 1 ** if TRNSp <= 20
RFp := grf( GR, Rp )
VF := 3 * TPW * ( GT / (52 * TPW))
DF'p := TRNSp / (TRNSp + (DTRNSp - VF)) ** is DTRNSp > VF
:= 1 ** if DTRNSp <= VF
DFp := DF'p * DF'p
where
VL is the turn limit in the victory conditions, if not defined then 50 is used
TL is the turn limit used in scaling the game value for games that end early
GT is the current gameturn number
PRp is the rank of the player in race p
RRVp is the race rank value of race p
RRV is the race rank value sum
GR is the game rank value
GV is the game basic value
TGV is the turn based game value
GV'p is the partial game value assigned to player 'p'
GVp is the basic game value assigned to player 'p'
PTSp is the player 'p' RoboScore
VPT is the weighted sum of the players' scores
RSTSp is the number of RST files sent to player 'p'
TRNSp is the number of TRNs submitted by player 'p'
TRNS is the total number of TRNS submitted by all players
SS is the Score Scalar applied for an unranked game
TFp is the TRN submission ratio factor for player 'p'
RFp is the relative rank factor for player 'p'
Rp is player 'p's rank
grf() is the game-rank-formula
DF'p is a transient DFp for ease of diplay and calculation
DFp is the duplication factor for player 'p'
DTRNSp is the number of duplicate registered TRN files submitted by player 'p'
VF is the vacation factor (based on 3 weeks vacation per year)
TPW is the average number of expected turns per week
CMF is the cluster mass factor = 6000000/(total mass of all objects in cluster)
minimum 0.5 maximum 2.0 with a 5000 KT increase per game turn
RRVp := max(1,RRVp-0.05) ** if race p is posted as a vacancy
min(max(RRVp,PRp),RRVp+0.1) ** if race p is occupied by a human
RRV := sum(RRVp)
TL := min(50,VL)
GV := (min(GT,TL) / TL) * RRV
GP := GV * BPp / max(20*GT, BP)
where
VL is the turn limit in the victory conditions, if not defined then 50 is used
TL is the turn limit used in scaling the game value for games that end early
GT is the current gameturn number
PRp is the rank of the player in race p
RRVp is the race rank value of race p
RRV is the race rank value sum
GR is the game rank value
GV is the game basic value
BP is the sum of the player's bonus points
BPp is player p's bonus points
GP is the awarded Glory Points
Ship Fleet Value (base calculation for relative score):
SV = shf * mass * (bc*btt + trunc(oM*(tc*ttt + 12*fb))+1) * (mdam-dam) / mdam
Where:
shf = Ship Hull Factor, see below table
bc = beam count
btt = beam type tech level
oM = min(ord,6*max(tc,fb))/max(1,6*max(tc,fb))
NTP friendly code sets this to zero
ord = number of torpedoes or fighters
tc = torp launcher count
ttt = torp type tech
ett = engine type tech
fb = fighter bays count
mdam= Max damage allowed (100 or 150)
dam = current damage level
Ship Hull factors:
Default factor is 1. The follows adds one to the factor if true:
Cloaking +1
Gravitonic +1
Alchemy enabled +1 to 104 and 105
Science enabled +1 to 3, 8 and 64
Hyperjump enabled +0.5 to 51
+1 to 77
+2 to 87
Chunnel enabled +2 to 56
Glory enabled +1 to 39 and 41
Loki enabled +1 to 7
Ladyroyal enabled +1 to 42
SSD enabled +1 to 69
Ramscoop enabled +1 to 96
Aries enabled +1 to 97
Bioscan enabled +1 to 3, 84 and 96
Raceplus modifiers:
Hull=32 and race=3 : +2
Hull=38 and race=4 : +2
Hull=58 and race=6 : +1
Hull=70 and race=8 and btt=10 and ett=10 : +1
See the RoboScore page summary for now
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