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Re: Community Wishlist for JA:F[message #325258] Tue, 17 September 2013 03:35 Go to previous messageGo to previous message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Sam_Hotte
No. I don't think, Mauser meant this way. And I would dislike this.
(effective) Range is not dependent from shooter but inherent to gun and ammo. hence shooter's skill should influence CTH (and or probability of critical hit, hitting unprotected body parts or such).


Well, i partly meant it that way.
The inherent base accuracy and effective range of any gun is determined on a shooting range in a controlled environment and mounted in a fixed firing rig, with calibrated and standardized ammunition.

But in the field and depending on the operator, this accuracy may not be reached at the nominal range, or be even exceeded due to exceptional skill, luck or favorable environmental influences.

So the effective range value for any given gun is always just a middle value, which represents the distance at which a gun has, let's say, at least a 90% or 95% sure CTH and do at least 90% of its base damage potential under otherwise ideal circumstances.

But there are many examples in firearms history, where shooters have hit and killed their targets effectively far beyond those nominally determined values. Like snipers killing their marks over extreme distances.

Of course one could also simply focus on the purely physical aspects and say, that effective range is entirely determined solely by the gun's and ammo's frame characteristics like barrel length, bullet shape and muzzle velocity. But it would also be possible to take this base value, display it as info for the player, and then modify it according to which operator uses it, with what attachments and what ammo type (match ammo), so the player always knows at which range he can effectively engage the enemy with this particular configuration, but still not to impose any artificial limits on anything, other than the chance to hit the target and do adequate damage.

Exceptions would be special weapons with actually very limited max ranges, like launcher grenades, RPG rounds and flamethrowers etc., although i guess map size will never be large enough to actually make that truly count, if no arbitrarily reduced scale is used for limiting effective ranges as in JA2.

My entire point being: effective range should merely be an approximate orientation value for the player, but no limitation to the practical effectiveness of any weapon regarding the scale of the maps. So a shot from a handgun may go wide and high and go all across the map, perhaps even hitting something important. The sniper rifle will merely hit the same target at the other side of the map more accurately and more powerful. And the burst from the assault rifle may have one bullet fall short of the medium ranged target, one hit it and one deviate and go way wide and perhaps hit something entirely unintended. Same goes for shotguns, where the pellets of a shot will merely continue to spread out and lose energy, until they either hit something or drop to the ground from gravity. So a buckshot shell from a regular sized shotgun may shred a target at 5 tiles distance, graze and wound 2 targets at 10 tiles, but still be able to hit something at 15 or even 20 tiles and beyond, albeit without much effect. And if you wanted to hit a target on the other side of the map, out of actual visual range of the shooter with a shotgun slug, he should still be able to take the shot regardless (by using a ballistic arc), but with a very, very low chance of success.

So effective weapon ranges should merely help the player to better determine and control, at which engagement ranges a certain weapon (with a certain firing mode) will (mostly) reliably do its intended job, whilst minimizing unintended and potentially catastrophic damage from misses/stray bullets. And maybe it would be practical, if this orientation value would incorporate also the skill of the operator and other fixed influencing factors, being displayed dynamically to the player (in the weapon's description panel). But all without artificially limiting the actual range any shot from any gun CAN potentially reach on any given map.
CTH is an entirely different value though, which of course also factors in values from the effective range, but also additionally calculates things like stance of the target, elevation/angle, cover and movement and of course aiming effort etc. and thus is much more dynamic and accurate.

Did i now make it somewhat clear what i want?

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