Understanding Scoring (With Practiscore)
About 3 Gun Scoring
3 Gun matches are generally scored one of 2 different methods. "Time Plus Points” scoring, or "Total Time" Scoring.
The majority of matches these days are using www.Practiscore.com to manage their scoring. SoCo 3 Gun does as well.
This "How To" segment will help you understand your score in 3 Gun, as well as how to utilize Practiscore.com to better understand your personal scoring.
Total Time Scoring
Total Time scoring is the easiest to understand. Your time from every single stage is added up (incuding penalties) and whomever has the lowest total time at the end of the match wins. Easy, right?
This style of scoring is easy to use, and gives every second that you're on the clock the same value. So if a stage is 20 seconds long, or 220 seconds long, all of your work is accounted for. You're not hit as hard on short stages if you can't keep up with the top shooters.
The disadvantage to this kind of scoring comes in with penalties. If a shooter hits their par time, or has an equipment failure and they have a lot of "Failures To Engage," there is a harder hit on their final score. It also may give a disadvantage to the shooter that is great at short fast stages, but is not great at long endurance stages.
Time Plus Points scoring
Here's where it gets a bit more complex. Time Plus Points scoring is used to create a points system for each stage. In general, a stage is given the value of 100 points. A match director might make a short stage, a terribly complex stage, or part of a 2 part stage a lower value.
The top time (after penalties) for that stage receives the score of 100 (or whatever value the stage is). Every shooter after that is calculated a score based off of the top shooter. Points are assigned using percentages.
Johnny Raven wins a stage, and shoots it in 30 seconds.
Billy Jean shoots the same stage in 45 seconds.
Annie Ruok shoots the stage in 60 seconds.
Johnny gets 100% and therefore 100 points.
Billy gets 75% and therefore 75 points.
Annie gets 50% and therefore 50 points.
If the same stage was shot, in the same times but the stage was worth only 20 points...
Jonny gets 20 points (100%)
Billy gets 15 points (75%)
Annie gets 10 points (50%)
At the end of the match, the points per stage are added up. Whomever has the highest number of points wins the match!
Note: When comparing your division vs the overall score, you'll notice your placing and score may vary drastically. This is because the scores are always calculated based off of 1 stage winner per stage. In the overall score, this 1 stage winner may be out of your division, and will skew your score from the divisional score.
Time Plus scoring makes every stage's value worth the same. So a fast shooter on short stages, an endurance shooter on long stages, the great shotgun shooter on the shotgun stage, the great pistol shooter on the pistol stage.. etc. Their skill on those stages will give them their due reward for that specific skill that is being tested on those stages.
This type of scoring also means that if you have a terrible malfunction or equipment failure, you are only penalized on the score for that one stage. You still have the opportunity on the other stages to try and make up some of the ground that you lost. The points penalty in general is lesser with this type of scoring for someone that "bombs" a stage.
The disadvantage to this type of scoring is presented when a match director gives a terribly short stage full scoring. For example, if a stage takes the top shooter only 8 seconds to shoot it. If you take only 4 seconds longer than the top shooter, you're already down to a 75 point score for that stage.
What does SoCo use
SoCo 3 Gun uses Time Plus scoring, and in general values all stages at 100 points.
When you receive your raw time (time that the stage was ran in), there will be penalties assessed based off of your performance. Those penalties will be added to your raw time to achieve your Final Time.
These are the penalties that SoCo 3 Gun uses:
15 seconds - Failure to engage a target
10 seconds - Engaged, but unhit target
5 seconds - Failure to neutralize a paper target
5 seconds - Engaged, but unhit disappearing target
5 seconds - Procedural
30 seconds - Shotgun spinner, failure to rotate
60 seconds - Rifle spinner, failure to rotate