Hall of Fame - [EBP Help Contents]
The Hall of Fame (HOF) records the highest scores achieved by both human and computer AI players. You can view the HOF by choosing it on the File pull-down menu.
SCORE
The score is EBP's way of evaluating a player's performance. First, EBP establishes a baseline for how many rounds it "should" take a player of average skill to win. The primary factors involved are: how much cash it takes to win, how much you start with, and how large the payoffs are relative to the distance traveled. That formula looks like:
WinByRound = 4 * (WinCash-StartCash) / (MapAvgPayPerMP*MapHighestSpeed)
On EB7 map that's 4 * (250-50) / (0.93*12) + adjustment = 66 rounds
Given that number, EBP can calculate the amount of cash that must be earned per round to reach the WinCash level:
EarnPerRound = WinCash/WinByRound
On EB7 map that's 250/66 = 3.79
The EarnPerRound value gives EBP a yardstick by which to measure how well someone is doing. Simply multiply it by the round number, and compare it to your cash to see if you are on pace (the pace of a player of average skill).
For example, at round 10, you should have 3.79 * 10 = 38 cash (rounding up) to be on pace to reach 250 by round 66. Of course, in the early phases of the game, you are investing in track and engines, so your cash will likely lag the average pace. That's OK, you'll catch up in subsequent rounds.
With that data, EBP can generate a Score that expresses how close you are to winning, as well as how close to the average pace. This does that:
Score = 100 * PlayerCash / (EarnPerRound*Round)
Here are examples of the Score value at certain times in a game:
....At game start (round 1): 100 * 50 / (3.79*1) = 13
....At round 3, all cash spent: 100 * 0 / (3.79*3) = 0 (score dips, like that of a startup RR company)
....At round 36, midgame: 100 * 100 / (3.79*36) = 74
....Win at round 66: 100 * 250 / (3.79*66) = 100
....Win at round 50: 100 * 250 / (3.79*50) = 132 (more pts due to quicker win)
Furthermore, upon winning, the victor is granted bonus pts equal to 10% of his score margin over each of his opponents. The bonus is reduced if the opponents are of lower skill. The formula looks like:
....Bonus = Bonus + 0.1 * (WinnerScore - Opponent1Score)
....Bonus = Bonus + 0.1 * (WinnerScore - Opponent2Score)
....Bonus = Bonus + 0.1 * (WinnerScore - Opponent3Score)
....etc.
TotalWinnerScore = WinnerScore + Bonus
The TotalWinnerScore is used for ranking within the Hall of Fame.
An average win vs. exactly equal opponents (not possible, of course) would yield a TotalWinnerScore of 100.
A TotalWinnerScore approaching 200 can be attained by playing the max number of opponents and winning in the fewest rounds by a large margin over the opponents.