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Troubleshooting / Re: Accuracy problem?
« on: June 06, 2016, 03:00:42 am »
I'm not sure what would be a good solution - I need to think of this a bit more. Clearly it's not a trivial problem to solve as the other linked thread shows.
I very much like the target indicator and I wouldn't want it to go away but I also don't want it to show misleading information. Maybe instead of showing an accuracy percentage, it could show a drop in accuracy as distance from the soldier grows. So if the soldier has a base accuracy (with the current weapon) at 70%, the target indicator would show at first -0%, then - as the distance grows - the penalty grows as well: -5%, -10%, etc.
This way the UI never displays an up-to-date accuracy on the target crosshair so it's harder to assume that you have an actual 60% hit chance on an enemy when in reality it'll be closer to 5% at shot time. The player only sees the accuracy penalty going up with distance and the initial 70% base accuracy (that's shown when one pick the fire mode of the weapon). At this point, the real accuracy is only in the player's mind - you know you start with an optimal-case 70% and it gets lower with distance. The end number is the same but I believe mentally it's very different to see 60% vs -10%.
Maybe a trivial check for obstacles along the line of sight could be made to warn the player of additional loss of accuracy (without actually calculating this additional loss). I don't know if this is feasible, though.
I very much like the target indicator and I wouldn't want it to go away but I also don't want it to show misleading information. Maybe instead of showing an accuracy percentage, it could show a drop in accuracy as distance from the soldier grows. So if the soldier has a base accuracy (with the current weapon) at 70%, the target indicator would show at first -0%, then - as the distance grows - the penalty grows as well: -5%, -10%, etc.
This way the UI never displays an up-to-date accuracy on the target crosshair so it's harder to assume that you have an actual 60% hit chance on an enemy when in reality it'll be closer to 5% at shot time. The player only sees the accuracy penalty going up with distance and the initial 70% base accuracy (that's shown when one pick the fire mode of the weapon). At this point, the real accuracy is only in the player's mind - you know you start with an optimal-case 70% and it gets lower with distance. The end number is the same but I believe mentally it's very different to see 60% vs -10%.
Maybe a trivial check for obstacles along the line of sight could be made to warn the player of additional loss of accuracy (without actually calculating this additional loss). I don't know if this is feasible, though.