Post by melisgl on Oct 21, 2019 16:49:54 GMT -5
I reverse engineered the most important components of the leaderboard score calculation. This took a dozen or two plays on the first two levels of the tutorial, writing down the mission debrief statistics and the same stat in the Records. The data for reverse engineering the experience component was much easier to get: I simply recruited and dismissed while noting the scores in the Records.
Per mission scores
------------------
- Turn bonus: 1000*max(0,goal+1-turn)
- Kill rate bonus: 10000*rate where the kill rate is from the Records rounded to 1 decimal. The kill rate in the Records is based on "confirmed kills", whatever they are, and does not include indirect kills such as those by turrets, napalm, poison(?) and those by Nyra and Luthor. There is a tiny bit of randomness in the results as if some rounding issue was present.
- Mission success/failures: I don't know, in my plays there is always exactly one success per level so this is a constant :-).
The sum (over all missions) of the per missions scores is added to the score.
Note that although the kill rate from the Records counts for calculating the kill rate bonus, for the kill rate experience bonus the debrief screen seems to be what counts. So those Turrets do help amassing experience.
Experience
----------
From all living and dead templars (but not the dismissed), take the 10 with the _least_ experience or fewer if there aren't that many. Say, we have n templars in this set.
- Bandwidth bonus: 100*sum(exps)
- Compactness bonus: 1000*sum(exps)/n
I don't know whether deaths are penalized in other ways, but it is easy to see from this that dead templars drag these numbers down, because the calculation is based on the least experienced knights contrary to what the developers stated and what the wiki says. This might be a bug.
Disclaimer
----------
Clearly, there are major unknowns still, since when I compare two of my ironman squads right after the Hive Mind they weigh in at 11.4M and 12.2M. The trouble is that the 12.2M has 460K less experience score, the same kill rate. The only major difference I can see that the 12.2M squad needed almost twice as many turns to win as the 11.4M squad.
Per mission scores
------------------
- Turn bonus: 1000*max(0,goal+1-turn)
- Kill rate bonus: 10000*rate where the kill rate is from the Records rounded to 1 decimal. The kill rate in the Records is based on "confirmed kills", whatever they are, and does not include indirect kills such as those by turrets, napalm, poison(?) and those by Nyra and Luthor. There is a tiny bit of randomness in the results as if some rounding issue was present.
- Mission success/failures: I don't know, in my plays there is always exactly one success per level so this is a constant :-).
The sum (over all missions) of the per missions scores is added to the score.
Note that although the kill rate from the Records counts for calculating the kill rate bonus, for the kill rate experience bonus the debrief screen seems to be what counts. So those Turrets do help amassing experience.
Experience
----------
From all living and dead templars (but not the dismissed), take the 10 with the _least_ experience or fewer if there aren't that many. Say, we have n templars in this set.
- Bandwidth bonus: 100*sum(exps)
- Compactness bonus: 1000*sum(exps)/n
I don't know whether deaths are penalized in other ways, but it is easy to see from this that dead templars drag these numbers down, because the calculation is based on the least experienced knights contrary to what the developers stated and what the wiki says. This might be a bug.
Disclaimer
----------
Clearly, there are major unknowns still, since when I compare two of my ironman squads right after the Hive Mind they weigh in at 11.4M and 12.2M. The trouble is that the 12.2M has 460K less experience score, the same kill rate. The only major difference I can see that the 12.2M squad needed almost twice as many turns to win as the 11.4M squad.