New scorer is in place. I had a long think about this and the new difficulty settings I will be adding, and this is the only real fair way.
Score= (Enemy_subs_destroyed*1000) - (Energy_lost/4) - Missiles_missed
Example:
10 Submarines destroyed, lost 1 bar of health, and missed with 5 missiles.
(10*1000)-(2048/4)-5 = 9483
Maximum points with 10 subs is therefore 10*1000-0-0 = 10000 points.
Time is only a consideration now for getting the job done, and of course, I am reducing that from 10 minutes. I would have kept the frames_left calculation but the game uses timegettime which is very unfair. If you don't get a full frame rate, the timer still counts down the same putting glitches or slow computers into the equation. Time is still a consideration but not for score. Score is now based heavily on number of subs destroyed and health lost, with accuracy a much smaller consideration than before. Nevertheless, this number will be a factor with elite players.
My plan is to make the submarine game always have 10 submarines, (or at least levels 1-4) but the speed of the subs, their energy and so forth widely different between levels. If all works out, the different levels will FEEL like different levels. In any case the scorer is done. The best thing about the new scorer is, you only get points for what you do. If you do nothing, you will end on 0. Not on 16384 like before.