There is also the line of sight : I assume one square ingame should be like one meter by one. And soldiers have a line of sight of... 20 meters ? And many battle square aren't more than 100x100 m which is very small in realistic terms, but already big ingame.
So I always think distance ingame are compressed for gameplay (and initial core programation) reasons.
In the opposite radius blast of explosives don't seem to be so reduced which make weird things : a rookie as very much chance to throw a grenade at the right place (at nearly 10 m) than to hit it with is rifle. Huges explosives have a radius blast nearly egal to the light of sight. etc.
So if we assume the range and accuracy of weapons are reduced for match the small square map, the idea their damages should do the same seem not to be ridiculous
Moriarty, what you say make me think of another improvement : because the game has already a way to know if something have moved or not (used by the motion scanner), it should be possible to make an option which use it an give :
- less accuracy if you try to shot something which has moved
- less accuracy if you have moved in this turn, before trying to shot
- no penalty accuracy if you are immobile and firing on an immobile target.
This could be solve the last lack in the game about accuracy and make some realistic improvement like chose to fire on the wall behind a moving alien, with explosive ammo, and have more chance to success than trying to shot alien directly.