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« on: February 09, 2014, 03:41:34 am »
I've noticed a few oddities in OpenXcom regarding firing accuracy or firing in itself, and I want to know why these things are the way they are and/or if they can be changed to more closely reflect the original game's behavior.
First up, when taking Auto Shots and the target dies before the burst finishes-
Original: the remainder of the burst will hit the spot where the target once stood
OXC: the remainder of the burst will hit the ground underneath the target (its corpse)
Secondly, is accuracy in OpenXcom based on probability?
I heard somewhere in these forums that Firing Accuracy in OXC basically states the probability for a 'hit' trajectory to be calculated, and if the RNG roll fails, a 'miss' trajectory is calculated. However, afaIk, the original game's Firing Accuracy did not reflect your chance to hit, but instead just calculated the possible spread in degrees of any given shot you take. This made it possible, for example, to take a 56% Accuracy Snap Shot at a target right in front of you and have the shot literally fly directly to your left or some other really bad angle (although the odds of these extreme misses are miniscule, I have witnessed them a few times in Let's Plays of the original and have also experienced them).
And thirdly, when you save before you take a shot, and then continue to reload the save game and take that same shot, it will always take the same trajectory (so if the shot misses it will continue to miss and will never hit no matter how many times you reload). Is this to prevent save scumming? If so, I disapprove of it, not because I save scum myself (I noticed this while testing a few mods) but because I think if people want to save scum you should allow them the opportunity. If it isn't for preventing save scumming, I still think this should be corrected.
Whew, that was a mouthful! So, in conclusion, if these mechanics work in OXC the way I suspect they do, I'd like to see them changed to more closely model the original game's behavior.