Well... looking over the original post, it seems that we have moved from discussing accuracy to discussing the missing.
If I may restate the problem (as I understood it):
The current accuracy system is bad, because it is independent of actual range apart from short/long range values.
Weapons like flamers can miss even when a target is directly in front of them, sometimes at ridiculous angles.
When artillery misses, it often causes damage anyway, as it generally hits quite close to the target.
So, the questions that need to be asked are:
Are all these still current problems in the latest betas?
And, if so, then what should be done to fix them?
Frankly, I cannot see anything wrong with the function I posted
here, also, I don't know why graphs are unpopular

, but the one I posted showed the accuracy stats for a weapon with 80% accuracy, and the function outputs an accuracy value, which was intended as input for the function which would do all the actual calculations for firing.
You can probably forget my posts about Gaussian distribution; as has been kindly pointed out by Iluvalar, this would make smaller units virtually impossible to hit, at least at maximum range. If my thinking is correct, larger structures and units like Dragon would be still easier to hit, if only because of splash damage from weapons such as howitzers, however, only a few "misses" would be able to do damage.
That's accuracy dealt with. (I think, naturally there'll be something I've missed)
Now, the misses.

NoQ, IIRC, suggested Gaussian distribution for locating miss points, I don't see a problem with this, but there would have to be slightly different adaptations for artillery and df weapons, as artillery can and should be able to miss behind a target, whereas direct fire
shouldn't.
So, conclusion. To determine accuracy, a function is used based on a given constant for each weapon. This defines a curve where the actual accuracy equals the given accuracy at optimum range, as expressed by a percentage or decimal in the graph mentioned earlier. The output is then fed to the relevant game mechanic. In the event of a miss, the distance from the target is based on range and a distribution, i.e. more ammo will land close to the target than away, but as the range increases so does the spread.
camellia0x++ wrote:My suggestion is to do this. Use real location for it.
If the graphic hits, do damage. Accuracy should work as it does in reality... Only suggestion is to check for walls so you don't end up hitting yourself with motion prediction...
Did you read any of the previous posts? And more importantly, understand them?
Iluvalar wrote:Edit : sorry that is uselessly aggressive...

Maybe, but did it make you feel better?
