Some ways to modify the accuracy of an weapon

Bug #894932 reported by Bug Importer
30
This bug affects 4 people
Affects Status Importance Assigned to Milestone
Ares
Confirmed
Wishlist
Unassigned

Bug Description

Instead of the hardcoded scatter ranges defined by these under [CombatDamage]:
BallisticScatter=
HomingScatter=

Have an override like these on the projectile, but would only apply if it has Inaccurate=yes tag:
InfantryInaccuracy=
UnitsInaccuracy=
AircraftInaccuracy=
BuildingsInaccuracy=
DefensesInaccuracy=

As defined by maximum scatter distance (cells) for inaccurate projectiles.
This would allow for a more realistic combat sceneraio in which infantries could still be killed by a tank if the shell lands on them directly instead of the ridiculous amount of shells it takes just to kill an infantry. This would also give more control to inaccurate projectiles, such as flak or rockets, to target aircrafts. As for buildings and defenses, it wouldn't look as dodgy to have all the rounds hitting the same spot every time.

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Renegade (renegade) wrote :

All illiterate.

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pd (pdmail) wrote :

It would be realistic and alter strategic values of certain units, which is a good thing.

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MT1337 (mt1337) wrote :

A really good feature and one of the those I fully support.
It would be especially good if this could make made to work with weapons that normally could not be inaccurate, such as lasers or waves.
It can create cool effects, and (with certain objects such as infantry) realism.
Even without working on such weapons this will be a lot more helpful than the global values.

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4StarGeneral (4stargeneral) wrote :

Even a general, projectile-based Scatter would be great, not necessarily of great importance, but I completely support it.

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reaperrr (reaperrr) wrote :

I'd actually prefer this one over a simple de-globalization of BallisticScatter, since more control over how accurate a certain projectile is vs. certain targets would be really useful (for example, I'd want a cannon to be inaccurate vs. infantry but accurate vs. vehicles, like in C&C1).

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kakrain (kakrain) wrote :

support, accuarcy do not depend only on the weapon but also on the target, it would be nice too if there would be another tag but this tag would be on the unit
accuarcymultiplier=
so that way lets say someone creates a ranger but it would deploy into a prone ranger, the prone on would be harder to hit
lets say i do a mech, it is easier to hit than normal tanks
lets say i do a drone, its harder to hit than notmal tanks

also ProneDamage= should change not the damage but the accuarcy on the weapon in my opinion

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