Question

Example, we have a shooting balloon game where in balloon flies in the 'world' and an archer or shooter shoots the balloon before it flies out of the world. So, we have this stats:

Hits - balloons that were hit
Arrows - the number of bullets/arrows spent
Misses - is like Arrows - Hits
Escaped - balloons that player was not able to hit

I thought, accuracy is a good way to compute the score but when the player used 1 arrow and hits the balloon, his accuracy will be 100% (Hits/Arrows) so I need to include other statistics like missed or escaped in order to compute a better score. Maybe, we can even include the time spent.

I thought this is a common scenario but Google can't seem to give me any answer. Anyone? Thanks.

Was it helpful?

Solution

First thing could be how many balloons were shot down, so something like

percentage_hit = hits/total_number_of_balloons

Afterwards, you can factor in accuracy, with

accuracy = hits/total_shots

So a basic scoring would be accuracy*percentage_hit. You might want to add a *100 or so in there, so the score is a bigger number.

Another idea would be to assign every balloon hit a score, maybe based on how long it is on the field already. So if the players hits it very fast after it appears, it is worth more than when it is on the field longer.

OTHER TIPS

Thinking the scoring this way.

Things to be encouraged: Accuracy Hits

Things to be discouraged: Misses Escaped Arrows

Then you can figure out something from this.

I will suggest something like Accuracy * Hits - ( 1 - Accuracy ) * ( Misses + Escaped + Arrows )

And you should apply a modifier to these value to maybe normalize them, so no extreme scores will appear.

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