28 damage inflicted! Did you ever play Rebel Assault? This reminds me a bit of that game. The only thing I'm not sure of is how close the ball is relative to the vanishing point for the shots. It seems like holding the mouse pointer over the ball doesn't always register a hit.
I agree, it would be much better basing hits/misses off of the x,y,z of the target. I had that in my other 3D target practice (http://www.stencyl.com/game/play/30171
) prototype. Though, movement in that one is only in the x,y plane and does not include z. The trouble with doing trajectory targeting stems from the pitch angle. If I calculate the bullet trajectory based on enemy actor position, distance of 10 and y of 100 on the screen would be incredibly different from distance of 100 and y of 100. Even though the actor is in the same spot, the x,y,z of the bullets would be incredibly different. Same can be said for the yaw based on actor x screen coordinate. So I would have to create bullet "animation" and trajectory based on pitch and yaw. Doing that would require the initial firing mechanism to recognize how far away the enemy is.
The more I get into those equations, the more necessary having a "target box" for each enemy would be. Target box would have to be a function of distance and speed of the enemy.