Combining arcade shooter and gambling
An arcade shooter over a slot is an interactive layer where aiming/shooting/timing gives a sense of agency, and the gain remains under the control of server mathematics. The goal is to increase engagement and variability while maintaining RTP and compliance.
1) Integration models (what affects what)
Pre-draw (disclosure in advance): the server fixes the value of the bonus in advance; shots only reveal elements. EV is fixed; influences tempo/emotion.
Bounded choice (redistribution): the player distributes the already allocated value between the "paths" (many small vs few large). EV≈konstanta, volatility is changing.
Skill-influenced (limited): Precision/response scales the prize within the cap/curve. Target success and auto-normalization are required.
2) Mapping shooter events into payouts
Hit points → prize weights: each goal has a weight/rarity; sum of weights per wave = 1. The distribution is taken from the pre-draw package.
Hits → "baskets" of value: $ V _ {wave} $ specified by the server; hits distribute $ V _ {wave} $ to baskets (Common/Uncommon/Rare/Epic) according to the probability table.
Skill cap: $ Prize =\min (P_{max}, f (hits, accuracy, combo)) $; expectation $ E [Prize] $ calibrated to target accuracy.
Weapons as risk profile:
3) RTP and math (don't break economics)
Decomposition: $ RTP = RTP_{base} + RTP_{bonus} + RTP_{jp}$. Practice: $ RTP _ {base} = 88-94% $, $ RTP _ {bonus} = 4-8% $, $ RTP _ {jp} = 0. 5–3%$.
Invariance: the choice of weapon/route does not change $ E $, only the σ and length of the cycle.
Skill target: median hit-rate wave 60-70%, IQR 15 pp; auto-adjustment to the device/ping.
Pity-timers: compensation of long "dry" series without increasing EV (guaranteed minimum progress).
4) Camera, control, VFX (readability> show)
Camera: top-down/isometry/side-on; the work plan is static, "jerks" ≤1. 2 s only at major events.
Control: mobile - tap/drag with adaptive reticle; desktop - mouse (500 Hz), gamepad - moderate aim-assist.
Animations: anticipation→impact→settle scheme; the scene of a major ≤2 win. 5 p.
VFX: Niagara/VFX Graph with emitter cap; restriction of transparencies, not more than 120 draw calls (mobile).
5) Shooter bonus formats
Wave Defense: 10-20 targets/wave, 2-4 waves, 6-12 s per wave. Pre-draw basket → distribution by hits.
Boss Hit: 3-5 vulnerable zones; each zone is a "basket" of rarity. Sniper selection = high σ.
Crate Shoot (pick'n "shoot): crate grid; the hit order does not affect EV (direct disclaimer).
Time Attack: fixed 30-45 s, total bank of "cartridges," points → prize according to the table.
Co-op Event (PvE): overall lobby progress scale; individual contribution prizes (cap).
6) Server architecture and anti-fraud
Server authority: the outcome of spins/bonuses/jackpot and value distribution - only on the server. Client - Visual/Input.
Idempotency: each shot/target is an idempotency-key; retry in network crashes does not double the reward.
Anti-bot: analysis of timing variability, motion curves, hit-rate> 99% in long sessions, matching patterns.
FPS/ping anti-manipulation: delay compensation (time-warp ± 40 ms), intentional drawdown flags → penalty/DQ.
7) Economics and awards
Bonus entry: base trigger or ticket/in-game currency; tickets - sink economy.
Awards: freespins, soft currency, multipliers, collections, cosmetics; without "EV amplifiers."
Jackpot: fixed/progressive/multi-tier; in the shooter - as a rare event (boss crit, "golden" goal).
Mouthguards: Rare award limits/day, soft take protection in collections.
8) Normalization of devices and delays
Calibration: starting test for 20-30 hits → player baseline; adjustment of the window width ± 5-10 ms.
Input frequencies: touch ≥120 Hz (if available), mouse ≥500 Hz; DPI-independent coordinates.
FPS threshold: target 60, fail-safe 30; with a steady fall - auto-downgrade or DQ without writing off the bonus.
9) UX and transparency
One CTA and progress counter: goals, remaining cartridges/time, reward scale.
Transparent rules: where pre-draw, where skill-influenced; what affects the prize and what does not.
Anti-illusions: banning near-miss patterns that distort the perception of odds.
Availability: FX reduction mode, color profiles, outbreak alert.
10) Metrics and A/B
11) Numerical landmarks (start)
Wave: 8-12 s, 12-20 goals; bonus in full 20-45 s.
Hit-rate target: 65% median; p95 misses ≤25%.
Jackpot contribution: $ RTP _ {jp} = 1. 0–2. 0%$ (multi-tier 0. 4/0. 4/0. 8).
Latency: server response ≤150 ms p95; visual confirmation ≤300 ms.
VFX budget mobile: ≤120 draw calls, 80-120k tris/frame; sound - ducking − 6... − 9 dB on impact.
Winning scenes: large - ≤2. 5 s; normal - ≤1. 2 p.
12) Compliance and responsible play
Capture RTP/odds; publish skill impact rules and cap restrictions.
Time/attempt limits, soft pause reminders, age/regional requirements.
RNG server logs/audit; prohibition of "false" visual signals.
13) Implementation checklist
1. Select the model (pre-draw/bounded/skill-influenced) and define the caps.
2. Design value basket mapping; fix $ RTP _ {base }/bonus/jp $.
3. Set up server authority, idempotency, anti-fraud and anti-lag.
4. Collect UX: camera, reticle, counters, brief scenes, availability.
5. Optimize performance (LOD, butching, compression, audio mix).
6. Customize the economy: entrances/rewards/cap rarities; jackpot triggers.
7. Personalizing the difficulty under the player's baseline without changing the EV.
8. Enable telemetry and A/B; define alerts (ping/FPS/dry sessions).
9. Perform load/network tests; pilot 5-10% of audience; rebalance.
Conclusion: the shooter layer should give real agency (volatility/pace), and not a hidden EV bias. With server authority, transparent hit mapping and UX/VFX discipline, "shooter + slot" increases engagement without violating RTP and honesty - exactly in the logic of the "Arcade slots: more than just spins" section.
1) Integration models (what affects what)
Pre-draw (disclosure in advance): the server fixes the value of the bonus in advance; shots only reveal elements. EV is fixed; influences tempo/emotion.
Bounded choice (redistribution): the player distributes the already allocated value between the "paths" (many small vs few large). EV≈konstanta, volatility is changing.
Skill-influenced (limited): Precision/response scales the prize within the cap/curve. Target success and auto-normalization are required.
2) Mapping shooter events into payouts
Hit points → prize weights: each goal has a weight/rarity; sum of weights per wave = 1. The distribution is taken from the pre-draw package.
Hits → "baskets" of value: $ V _ {wave} $ specified by the server; hits distribute $ V _ {wave} $ to baskets (Common/Uncommon/Rare/Epic) according to the probability table.
Skill cap: $ Prize =\min (P_{max}, f (hits, accuracy, combo)) $; expectation $ E [Prize] $ calibrated to target accuracy.
Weapons as risk profile:
- "Shotgun": many goals of low value (low σ).
- "Sniper": few goals of high value (high σ). EV is the same, variance is different.
3) RTP and math (don't break economics)
Decomposition: $ RTP = RTP_{base} + RTP_{bonus} + RTP_{jp}$. Practice: $ RTP _ {base} = 88-94% $, $ RTP _ {bonus} = 4-8% $, $ RTP _ {jp} = 0. 5–3%$.
Invariance: the choice of weapon/route does not change $ E $, only the σ and length of the cycle.
Skill target: median hit-rate wave 60-70%, IQR 15 pp; auto-adjustment to the device/ping.
Pity-timers: compensation of long "dry" series without increasing EV (guaranteed minimum progress).
4) Camera, control, VFX (readability> show)
Camera: top-down/isometry/side-on; the work plan is static, "jerks" ≤1. 2 s only at major events.
Control: mobile - tap/drag with adaptive reticle; desktop - mouse (500 Hz), gamepad - moderate aim-assist.
Animations: anticipation→impact→settle scheme; the scene of a major ≤2 win. 5 p.
VFX: Niagara/VFX Graph with emitter cap; restriction of transparencies, not more than 120 draw calls (mobile).
5) Shooter bonus formats
Wave Defense: 10-20 targets/wave, 2-4 waves, 6-12 s per wave. Pre-draw basket → distribution by hits.
Boss Hit: 3-5 vulnerable zones; each zone is a "basket" of rarity. Sniper selection = high σ.
Crate Shoot (pick'n "shoot): crate grid; the hit order does not affect EV (direct disclaimer).
Time Attack: fixed 30-45 s, total bank of "cartridges," points → prize according to the table.
Co-op Event (PvE): overall lobby progress scale; individual contribution prizes (cap).
6) Server architecture and anti-fraud
Server authority: the outcome of spins/bonuses/jackpot and value distribution - only on the server. Client - Visual/Input.
Idempotency: each shot/target is an idempotency-key; retry in network crashes does not double the reward.
Anti-bot: analysis of timing variability, motion curves, hit-rate> 99% in long sessions, matching patterns.
FPS/ping anti-manipulation: delay compensation (time-warp ± 40 ms), intentional drawdown flags → penalty/DQ.
7) Economics and awards
Bonus entry: base trigger or ticket/in-game currency; tickets - sink economy.
Awards: freespins, soft currency, multipliers, collections, cosmetics; without "EV amplifiers."
Jackpot: fixed/progressive/multi-tier; in the shooter - as a rare event (boss crit, "golden" goal).
Mouthguards: Rare award limits/day, soft take protection in collections.
8) Normalization of devices and delays
Calibration: starting test for 20-30 hits → player baseline; adjustment of the window width ± 5-10 ms.
Input frequencies: touch ≥120 Hz (if available), mouse ≥500 Hz; DPI-independent coordinates.
FPS threshold: target 60, fail-safe 30; with a steady fall - auto-downgrade or DQ without writing off the bonus.
9) UX and transparency
One CTA and progress counter: goals, remaining cartridges/time, reward scale.
Transparent rules: where pre-draw, where skill-influenced; what affects the prize and what does not.
Anti-illusions: banning near-miss patterns that distort the perception of odds.
Availability: FX reduction mode, color profiles, outbreak alert.
10) Metrics and A/B
Game: session length, conversion to bonus, hit-rate, accuracy ( | Δ t | ),% of scene skip. |
---|---|---|
Economy: share of $ RTP _ {bonus} $, soft currency inflation, demand for awards, jackpot frequency. | ||
Fairness: correlation of winnings with ping/FPS/device ≈ 0; proportion of anti-lag actuations. | ||
A/B: weapon-profiles (σ low vs high), wave duration (8 vs 12 s), cap rewards, basket distribution formula. |
11) Numerical landmarks (start)
Wave: 8-12 s, 12-20 goals; bonus in full 20-45 s.
Hit-rate target: 65% median; p95 misses ≤25%.
Jackpot contribution: $ RTP _ {jp} = 1. 0–2. 0%$ (multi-tier 0. 4/0. 4/0. 8).
Latency: server response ≤150 ms p95; visual confirmation ≤300 ms.
VFX budget mobile: ≤120 draw calls, 80-120k tris/frame; sound - ducking − 6... − 9 dB on impact.
Winning scenes: large - ≤2. 5 s; normal - ≤1. 2 p.
12) Compliance and responsible play
Capture RTP/odds; publish skill impact rules and cap restrictions.
Time/attempt limits, soft pause reminders, age/regional requirements.
RNG server logs/audit; prohibition of "false" visual signals.
13) Implementation checklist
1. Select the model (pre-draw/bounded/skill-influenced) and define the caps.
2. Design value basket mapping; fix $ RTP _ {base }/bonus/jp $.
3. Set up server authority, idempotency, anti-fraud and anti-lag.
4. Collect UX: camera, reticle, counters, brief scenes, availability.
5. Optimize performance (LOD, butching, compression, audio mix).
6. Customize the economy: entrances/rewards/cap rarities; jackpot triggers.
7. Personalizing the difficulty under the player's baseline without changing the EV.
8. Enable telemetry and A/B; define alerts (ping/FPS/dry sessions).
9. Perform load/network tests; pilot 5-10% of audience; rebalance.
Conclusion: the shooter layer should give real agency (volatility/pace), and not a hidden EV bias. With server authority, transparent hit mapping and UX/VFX discipline, "shooter + slot" increases engagement without violating RTP and honesty - exactly in the logic of the "Arcade slots: more than just spins" section.