It is kinda strange - with my SMG I cannot fire more than 25 hexes away...
I know, it's Fallout legacy, but... If I know my SMG is 25 range, i still could point it on 26 hex away enemy, pray a bit and pull the trigger.
Let's imagine that bullet does not disappear on 26 hex or does not fall to the ground.
My suggestion is -
1) Maximum weapon range become Effective range. Easy to rename, red line still indicates the same value - but now it is Effective range
2) All weapon get infinite Maximum range. You can target and shoot AT ANY DISTANCE if you see the target.
3) As soon as actual target range exceeds weapon's Effective range, both chance to hit and damage are reduced in this way:
Lets take Single SMG shots.
- 25 hexes (range = effective + 0) chance to hit = chance to hit - 0 % ; damage = damage * 100%
- 26 hexes (range = effective + 1) chance to hit = chance to hit +your critical chance - 15 % ; damage = damage * 85% (if character has finesse, then damage = damage * 70%)
- 27 hexes (range = effective + 2) chance to hit = chance to hit +your critical chance - 30 % ; damage = damage * 70% (if character has finesse, then damage = damage * 40%)
- 28hexes (range = effective + 3) chance to hit = chance to hit +your critical chance - 45 % ; damage = damage * 55% (if character has finesse, then damage = damage *10%)
- 29 hexes (range = effective + 4) chance to hit = chance to hit +your critical chance - 60 % ; damage = damage * 40% (if character has finesse, then damage = 0)
- 30 hexes (range = effective + 5) chance to hit = chance to hit +your critical chance - 75 % ; damage = damage * 25% (if character has finesse, then damage = 0)
- 31 hexes (range = effective + 6) chance to hit = chance to hit +your critical chance - 90 % ; damage = damage * 10% (if character has finesse, then damage = 0)
- 32 hexes (range = effective + 7) chance to hit = chance to hit +your critical chance - 105 % ; damage = 0 (if character has finesse, then damage = 0)
If implemented, we have more tactical options (to shoot from ineffective range or to move to enemy?). Of cause, this numbers are not perfect yet and need accurate balancing and they may be affected by weapon group (shotguns, rifles, pistols etc. ), weapon perks and character perks.
I've putted + to hit from critical chance, because if you trained as sniper, you can shhot little bit more effective on super long ranges, however doubled damage penalty if finesse.
I think it will be a nice upgrade to current battle system. Let's discuss.