I'm attempting to make a game... of sorts. Having cracked the mysteries of basic computer coding, I'm now trying my hand at amateur game development and seeing if I can implement some of the ideas I've had over the years. I don't have any delusions of making BEST GAEM EVAR! not even close; I'm just playing around, having fun.
Right now, I'm shooting for a turn-based tactical kind of game (think X-COMish but not nearly so fancy for now) the foolhardiness of which can be discussed later.
I'd like to have the shooting mechanics at least somewhat grounded in reality. Every weapon will have a certain inherent accuracy and every character will have a firearms skill (or several, for different gun types). I'd like to have these, along with range and other factors, affect every shot's chance to hit. At first, I had the shooting skill represent how much the gun wobbled in a person's hands and calculated from there how much area could be hit at so many meters with so many degrees of wobble, then compared this to the size of whatever theoretical target we're trying to hit. This seemed to be excessive and now I'm trying to come up with a simpler system that is still fairly realistic.
I'm now thinking that the skill (ranging from 0 to 100) should represent the base chance to hit at a certain range (100m maybe) and then modify this based on range, whether target or shooter are moving, etc. First things first, how should range affect this? Obviously the chance will be lower the farther away a target is, but would a trained marksman really have that much harder of a time hitting something at 60m instead of 50m? Is there a range at which things become significantly harder to hit?
I'd appreciate your input on this, especially if you have actual shooting experience. I shoot occasionally myself, and know enough about firearms that I can probably talk about this intelligently.