Board Thread:General Discussion/@comment-25956839-20180415145703/@comment-28169398-20180415175858

I have expressed my thoughts in the prior post, however I will outline them here.

Time
 * Time per event is too variable of a metric to be used. There are many factors that influence how long an event will take. This means that the time listed may be unrepresentative of the time a player will take, both greater or less than the stated time.
 * Skill Level: Speed Junkie's time versus someone with even a year's experience will be significantly different. A very good and consistent player will turn in very similar lap times over the entire race, and inexperienced player will have a lot of variability
 * Upgrade Tree: The amount of upgrades on a car will influence the lap times which will change the length of the race from player to player.
 * Racing Line: Getting the racing line and corners correct on a track like Le Mans can significantly effect you lap times, and over the course of the race that can ad up to well over a minute with a 10-lap Le Mans race.
 * Racing Line Part Deux: Cuts versus clean runs
 * Damage Engine: Some damage doesn't cost you much time, while seemingly minor damage can lose you a few seconds a lap.
 * Racing with Assists: we all know that assists lead to slower lap times.
 * Average Bot does not work well because their times are influenced by many factors
 * Where they are in the field: A bot running in first will have a different time that if you put them back in twentieth. So even if we select oooo!, that bot starting at poll will run differently than if it is in the middle of the pack.
 * Bots pace is different if they are leading the player versus having been passed by the player.
 * Damage: There is no way of knowing if a bot's time has been affected by them taking damage.
 * Traffic: Midfield bots have difficulty passing other bots. Depending on where they are and how the race unfolds, they could slowed considerably.
 * Multicar series will put offline bots in very different performing cars randomly from race to race.
 * Players need to win the race to get the maximum pay out. For the list to be helpful for all players, the lowest common denominator needs to be taken into account
 * Car run at the minimum required PR
 * High Assists and Traction Control run
 * For offline multilap races Existent will be the lowest level pole sitter. For an 8 car grid it is Gayle Lokin, etc.
 * The per minute time used should be the slowest time in which to get a win. Faster players can extrapolate that their per minute payout will be greater than the listed amounts.
 * The wiki information should be useful for all levels of players, not just midlevel players of better.
 * Per minute payouts only factor in race times and not retry times or the amount of time it takes to load race start and race finish screens.
 * While a single lap race run 10 times may appear to have a higher fame per minute payout, if you were to factor in the load times, the 10-lap race may be the better option. Yes, it is informative to know about the 1-Lapper payouts, because you may want to spread out the fame over the course of a day, but then you really are only interested in Total Reward and not Reward per Minute.
 * Load times are Device Specific. Older devices will take longer to load than newer, and this affects the time between races, affecting a Reward per Minute calculation.
 * Multiplier Bonuses.
 * While a race may have a greater Reward per Minute payout, it may be in the players best interest to run the race with the greatest single payout when they have first race of the day or Agent bonuses.

Criteria
 * The criteria should be Total Reward, both R$ and Fame.
 * The Most Profitable Races from each career level should be identified each with their own section. This will benefit starting players identify the races and they should be running and not simply the more advance players.
 * Cars that can be used should be included in the race should be included with the top car highlighted
 * This will help players determine which cars they should strive for.
 * Endurance Events should have their own table
 * There is too much variability in Endurance races to make them easy to quantify.