From: Samuel H. <cri...@ge...> - 2001-08-28 15:16:24
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On Monday 27 August 2001 5:20pm, William Kendrick wrote: > I have a few questions about scoring... > > * When a player types in an incorrect answer and hits RETURN, should they > be docked for it, or is simply getting it wrong (and the UFO continuing > on its deadly path of destruction) sufficient enough? Personally, I think the UFO/Comet/whatever continuing on its path should be sufficient. > * Should players get higher score if they focus on equations that are > closer to the bottom or closer to the top? With games of skill similar > to this, the player is often rewarded for cutting it close. > But with a game like this, I think score should probably be higher for > players who are quicker to answer the problem. I agree. > * I assume cities should be reincarnated based on score. > Good assumption? :) Well, I was thinking it would be like the classic Missle Command. After each wave, the cities regenerate (didn't they?) And as the waves increase, so to does the difficulty (perhaps not by introducing other unselected math operators, but certainly by having the UFOs/Comets/Whatever move faster). > * Generally, how do people feel score should be calculated. > Weighing the tougher questions seems simple. Addition questions > being the easiest and worth the least. Division being the hardest and > highest scoring. (And again, see above about possibly weighing > points based on height of the attacking object.) I haven't really thought of this. Basically, I feel whatever scoring system we use, we should make it possible (but very difficult) to flip the score. Originally I wanted this game to have a very "classic" feel with respect to the scoring system. -- Sam "Criswell" Hart <cri...@ge...> AIM, Yahoo!: <criswell4069> Homepage: < http://www.geekcomix.com/snh/ > PGP Info: < http://www.geekcomix.com/snh/contact/ > Tux4Kids: < http://www.geekcomix.com/tux4kids/ > |