Gun performance is intentionally scaled to fit the ranges possible in the game, if we made effective gun ranges match the real-world equivalents, two major things would happen.
- Any enemy with a gun could shoot you (at kill shot accuracy) as soon as they detect you. That means turrets, combat bots, and hostile NPCs.
- Any enemy without long ranged attacks would be trivial to kill with any serious gun.
A lesser but still serious issue is that if we instead made gun accuracy reflect real-world ranges and “saturate” at sight range, there would essentially be no difference between the vast majority of guns, and essentially no differentiation between different player skill levels with respect to guns.
Addressing this requires a massive overhaul to how the game world is modelled, which I plan on doing, but not immediately, and to be honest, it’s not even on my top 10 list of major priorities.
That reverts to the state as of https://github.com/CleverRaven/Cataclysm-DDA/pull/17962 and https://github.com/CleverRaven/Cataclysm-DDA/pull/18020 or so, which established a maximum range of 30 squares for all firearms. This is technically “before” , but it does not match the state as of 0.C. The ranged handling as of 0.C was extremely different.
Just the opposite, if we consistently gave the player the benefit of the doubt in every case where we aren’t handling something yet, every time we make the game more detailed would be a nerf, that doesn’t work.