First of all, thank you for reply. Everybody needs sanity check from time to time.
Second, I am not saying it is something revolutionary that wasn't implied in some way in vanilla. It was but the implementation is not working too well IMHO.
How many mods change firing rates vs attack mode to any significant degree?
I saw some mods equalizing fire rate for all attack modes. Other than that - not much. That is why I propose not to expose another ruleset but just to modify engine. Because you are right - that is not something people eager to mod one way or another but could be more smooth experience if they use this improvement in the engine.
And modders do not need to explain anything since this is vanilla behaviour. The 'intuitive' explanation is that aggressive attack reduces the distance and munitions cover a shorter distance faster and more accurately than a longer distance. Doesn't exactly match the in-game mechanics, but it's not too far either.
Well, exactly my point. This intuition is not well implemented, though. Fire rate increases as soon as player hits the button. One can get higher rate at farther distance. That is a known exploit: interchange aggressive and normal attacks keeping distance around the reach of your weapon, not getting too close but the average fire rate is higher than of just normal attack.
Not for guided missiles.
I don't plan to make it realistic. Just more interesting to play.
Why these "guided" missiles have less than 100% accuracy? What makes them miss? If not distance then what? Never mind, just side question. 😉
This is efffectively the same tradeoff we have now, just with different fiddly bits. I mean, if it makes you happy, go for it, but I don't see much of a game design benefit here.
About correct. Same expected mechanics but implemented in more concise manner to avoid exploits and make it more coherent.