I have a layman's knowledge/interest in firearms including some of the technical aspects (primarily internal and terminal ballistics) but I try not to talk about it because of how easy I can get carried away. If anyone has a question I can *try* to answer it and/or suggest sources to look at.
As far as 'accurizing' goes it apparently is a thing
according to wikipedia FWIW. It suggests some ways you could do it and I can think of others that may or may not work (some of them might be more hypothetical but would still be interesting.) One of the things I'm semi-interested in since I started to dabble with modding pertains to firearms (including some energy weapons.) There's lots of interesting features in the game engine to explore but I'm still thinking over how they might be implemented, and possibly some existing ideas in mods like X-com Files or X-Piratez might be taken further.
Illegal Trade in The X-Com Files
I have an idea:
I think the governments should sniff out that you are dealing on the black market with [highly] illegal goods. Then the governments should organize a raid on the XCOM-base citing laws forbidding illegal combat-drug/weapon/stuff trade.
An initially inconspicuous government gunship appears on radar: it does a few turns as if searching for something, then heads to your base to carry out a full raid. Your base location was easily spotted by the government using GPS trackers placed into those illegal shipments, which dealings of yours undercover investigators were following for some time..
Eh, what Solarius Scorch said makes sense and is simpler. I just should have read it more closely the first time.
And not really sure X-com need another possible rival out of the gate to come down on them given they already have so many challenges they face. And I would imagine some on the council might turn a blind eye to smuggling since it helps X-com do their job. Not everyone is against them. I mean its not that the idea of 'Government attacks X-com' is necessarily a bad idea (I brought it up in the 'no advent' thread) but I think it is a matter of implementation.
One thing that did occur to me out of thinking about ammo lootboxes though: Wouldn't it make more sense for the various pro-alien factions (Dagon, Red Dawn, Exalt, etc) to have ammo boxes suited to the weapons they use? EG EXALT and Dagon use weapons that use 5.56 ammo so that might be more favored in their loot boxes. REd Dawn would have 5.45/7.62 WP ammo, etc. I haven't started 2.1 yet and what I did with lootboxes in 2.0 was still doing the random thing, but its just a thought.