Someone who hits the target earlier has to overcome fewer misses to get their hit percentage up, and all of their shots on that target end up counting for slightly more as a result. So, if someone hits a 1000yd/1sqmoa gong on their third shot and then rings home another 7 times, they get
100^1.25/1*0.8*sqrt(8)=716
target points. The person who takes 9 shots to walk it in has to hit the next 14 consecutive shots to beat that score - which is achievable, but not trivial.
Meanwhile, the “shoot twice and get lucky” shooter only gets a target score of 158 (hit percentage multiplier 0.5, sqrt(hits)=1), which the person who had a bad day beats on their second hit, shot number 4, because of the sqrt(hits) multiplier (1.4) and the same hit percentage multiplier (0.5).
So in summary, this system:
- Loosely rewards hitting early (slightly better hit percentage multiplier)
- Strongly rewards hitting consistently (higher hit percentage multiplier)
- Rewards hitting more times (higher hits multiplier)
- Rewards hitting different targets (diminishing returns on hits multiplier)
- Strongly rewards hitting further targets (range exponential multiplier)
- Rewards hitting smaller targets (area divisor)
As far as encouraging people to git gud is concerned, the only thing I think is missing is a “the wind’s acting up” multiplier, which is sorta baked into the range exponential and group-wide hit multipliers.