2) "Sniper accuracy mechanics" - portion of accuracy, exceeding 100% initially, added after calculating exposure effect. And that could be weighted based on shot type, if needed. Time will tell.
For example, you get very high accuracy shot to a highly covered target. Initial accuracy 180%, target exposure is 5% (basically, some sectoid looking from a small window, with only its head exposed). Even with 100% exposure weight from the previous option, you get 180*0.05 (9%) + 180-100 (80%) = 89% chance to hit, where 80% part is for "sniping".
Hey Joy, all changes are very nice and appreciated. Few things I would like to put your attention into:
- sniper shots exceeding 100% may be worth reconsidering formula, because weapon accuracies had been balanced around different shooting mechanics. Plain over-100% growth of hitchance is something that will make it surreal that 130% accuracy-guy will have 80% of actual chance to hit 50%-covered unit, while 100%-guy will have plain 50%. May it be 1/3 penalty for everything beyond 100% too, be worth considering.
- empty-tile shooting is somehow broken in OG:
* when you have a wall adjacent to a tile you shoot: sometimes unit shots into wall, instead of a tile.
* when tile is empty or beyond visibility range, (or enemy that stands on it is undiscovered yet) - shooting goes into the ground tile. That is part of mechanics and is purposeful for number of things: killing downed enemies, lighting ground with plasma etc. But sometimes it is worth to shoot through this particular tile so bullet can fly past it and hit everything beyond.
Moreover, when player targets tile that is located above, fly-through shots are hard to make. E.g. unit stands on ground, supposed enemy is located on 4th floor 30 tiles away, unseen, then default firing results in shooting into the ceiling of 3rd floor, not window/wall of 4th floor.
I suggest making one more shooting option: shooting into tile's center 1/3 height. This could be, possibly, tied to ALT button, instead of default shooting, which clearly should keep it's designation of ground aiming, if no enemy or object is located on the target tile.
To remind, CTRL is engaged for "shoot no matter what action", so CTRL+ALT+click must result in shoot no matter what, but into the 1/3 height of the tile.
- as we go through hit/miss rolls, there is one more thing I would like to suggest, regarding the visible targets shooting:
BASIC
* roll for hit means bullet flies into the target voxel
* roll for cover means bullet hits target OR cover, but within target voxel cone
* roll for miss DOESN'T mean necessary miss, but instead gives random shot within cone, where shot can go everywhere. (even, into the target, randomly)
DIFFERENCES for abovementioned ALT-method
*ALT+ roll for hit means bullet flies into target's voxel center's 1/3 height, even if there is cover (contrary to the specific case when unit shoots precisely into the finger, which sticks out from the window. Prove me incorrect, if CTRL+shooting already goes into center, not open-part of the body)
* NO COVER is considered when calculating ALT-shots. If there's cover, indeed, it is up to player to consider this method. This method is specifically good for destruction covers with heavy weapons.
* roll for miss works as default (goes everywhere, even into the target, randomly)
Wish you best!