Concept still in development phase, but something like below
All ranged weapons should have an optimal range where they work best, and outside of that they become inaccurate or reduced damage. The calculations may be done based on what perks the weapon has, or specific on the weapon itself.
Introduce weapon type distance based gameplay. Weapon should have better chances to hit, and/or better damage and/or extra effects when hitting with them at their respective optimal range. (Shotguns knockback from short range more often, scoped riffles extra critical chance on optimal range, etc)
In addition, armor types would increase/decrease optimal weapon range of Long Range / Scoped (as in clumsiness for heavy armor) so that light armor increases the optimum range interval, while heavy armor decreases it. Another version to integrate this more, would be that AG (as in precision) would change the optimal range interval and/or the bonus effects at that range, like extra critical chance for snipers..
Weapon Perks for Range:
Close range:
Hit chance decrease with distance dramatically and their maximum range is low.
Includes most shotguns.
1-12 range, varied on weapon, +50% at 1 hex, but -16% * distance
Medium range:
Max hit chance at around 10-15 hex and slightly lower hit chances closer or further than that.
Max range around 20-25 depending on weapon.
Includes most sidearms, SMG's, Tommy Gun
Long Range:
Max hit chance from 15-25 hex but much lower hit chances closer distances and slightly lower hit chances on longer distances.
Max range around 30-35 hex
Includes most Riffles
Scoped:
Max hit chance from 25-40 hex and but drastically lower chances on closer distances.
Max range is around 45 hex, one should not have a view higher than that anyways
Weapon Perks to extend functionality of some weapons:
Point Blank:
Does not suffer extreme hit chance penalty when using it in 1-2 hex distances.
Knockback:
Rework knockback mechanics in different issue, but most shotguns should have it, to be able to be used to create distance or disable attacker that rushes into melee.
Accurate:
Higher critical chance when hitting target in optimal range.
Rest of the perks to be decided later, maybe crafting related, like Penetrate, Durable, etc.
Concept still in development phase, but something like below
All ranged weapons should have an optimal range where they work best, and outside of that they become inaccurate or reduced damage. The calculations may be done based on what perks the weapon has, or specific on the weapon itself.
Introduce weapon type distance based gameplay. Weapon should have better chances to hit, and/or better damage and/or extra effects when hitting with them at their respective optimal range. (Shotguns knockback from short range more often, scoped riffles extra critical chance on optimal range, etc)
In addition, armor types would increase/decrease optimal weapon range of Long Range / Scoped (as in clumsiness for heavy armor) so that light armor increases the optimum range interval, while heavy armor decreases it. Another version to integrate this more, would be that AG (as in precision) would change the optimal range interval and/or the bonus effects at that range, like extra critical chance for snipers..
Weapon Perks for Range:
Weapon Perks to extend functionality of some weapons: