I am making a single player race game set in space (no actual roads, just checkpoints) where the player's score is defined by how fast they complete the track. There are pickups around the track that give the player extra speed or extra points.
To allow a wider range of scores on the leaderboard, I increase a score multiplier each time the multiplier bar is filled (increases on each point / checkpoint, decreases on each collision). This allows a wider range of end scores and the player will need to figure out if diverting from the track is worth the loss of time.
The problem is that players could now just collect all pickups before the first checkpoint to get to the maximum multiplier, then complete the race in one go.