@redv
Let's take 2 instances of MC attempt. In the first one, I am increasing alien's Psi strength by +10. In the other, I am increasing Distance factor by a factor of 2.
Each of these 2 instances will be cacled for ranges 10, 20 and 30. Let's assume Psi Str attacker = 100, Skill = 50 and basic Psi Str of an alien = 30
So, AS is constant (5000/50 = 100) while DS is 30 in the first case, 40 in the second case.
1.
A%@dist 10 = 0.56*(25+100-40-10) = 0.56*75 = 42
A%@dist 20 = 0.56*(25+100-40-20) = 0.56*65 = 36.4
A%@dist 30 = 0.56*(25+100-40-30) = 0.56*55 = 30.8
2.
A%@dist 10 = 0.56*(25+100-30-20) = 0.56*75 = 42
A%@dist 20 = 0.56*(25+100-30-40) = 0.56*55 = 30.8
A%@dist 30 = 0.56*(25+100-30-60) = 0.56*35 = 19.6
As you can see, while it is possible to balance with enemy's Psi Str on a given distance, the results are quite different for different distances. And I don't quite get what "artificial solution" means and what does it all have to do with projectile cones and angles.
EDIT: but I think you're saying that instead of an artificial % chance, the effective accuracy@range should effect the deviation of a bullet, thus rendering UFO's current accuracy formulas useless.
EDIT2: to be more clear, the current accuracy operator is "a chance to pick the perfect trajectory"; in your approach, this would be irrelevant, as accuracy operator would be "the tighteness of Gaussian cone of possible deviation angles". Am I right?