Iluvalar wrote:In real life, the inaccuracy is materialised by an angular variation from the intended angle. For different causes : Experience of the shooter and quality of the weapon mostly. It's because you have limited ammos that you have an "Effective range" beyond which it you can't try to shoot.
That would mean that your chance to hit would be strongly correlated to the size of the target. And that's how it work in real life. However there is another very important factor : Armour. And in real life, even if there is still engineering for an absorbing armor that slow down the projectile or use other approach to reduce the damage, most efforts are put into deflective armor. Which deviate the projectile or entirely stop them. That's what make the most plating of a tank. You could "hit" the tanks for a lot more longer range with your rifle, but if you can't aim for weakness in the plating, you will most likely waste your ammos.
In Warzone2100, we don't have deflective armours and nobody plan to add it. We have a fixed accuracy and a fixed range instead. That mean that you have just as much chances to make relevant damage to a cyborgs than a python tank at the same range. And we have a weird HP system that compensate the remaining. Like big enormous factories that only have the HP of 3 single man-sized armour. (try to explode an entire building with 20 bullets in real life... )
Jorzi wrote:Now the cross section area is a*b which is equal to a rectangle of sqrt(2)*a * b/sqrt(2).
At first I tought just interesting!
Now the more I think about it the more I get absessed with it and the more I wonder how to implemented it in the game?
First Quote by Iluvalar
Second Quote by Jorzi