I don't care how it's solved- the way that the current return works is totally worthless, though, because we can't currently read the MaxMetal multiplier, so have no way to deduce the real value of R.
If anybody has any clever ways around that, I'd like to hear it- I looked at stuff like CA's mining Gadget, and they're doing the same stuff I am, and are probably seeing totally bizarre values for metal output, frankly, or nobody's noticed yet because they've just been testing on a few maps with properly-designed metal spots, and no whacked-out multipliers. Or maybe I've just overlooked something, dunno. I don't most mappers ever really considered the effect of how they did their multipliers, and just tweak until it all comes out right, so this is a fairly nasty problem- I've seen returned values as low as 80, as high as 1000, for metal patches that still give about 1.0 in a OTA game
