Also i changed the combat limit, once reached, the ranged attacker can keep doing damage, post combat limit , but with a 50% less damage.
The caveat is that this way you will get too powerful artillery again. The damage limit in the BTS was introduced when it turned out that otherwise the artillery "kills" all competitors. Your scheme weakens the problem, but... Let's see how the artillery actually functions and why it has not abolished the army of infantry and Co.
First, there are two main types of targets that it interacts with in different ways.
1. A distributed target, which is a large crowd of very small objects. An ideal example is a battalion of infantry stationed at a strongpoint. Aimed shooting at them is impossible or difficult and the fire is conducted "in squares".
At the same time, as you might guess, the probability of hitting someone decreases with each killed or disabled infantryman. Theoretically, the artillery will kill everyone sooner or later. Practically after reducing the density of the target, each infantryman will cost you a wagon of ammunition, which you most likely do not have. And at the same time, a huge wear of barrels and an indefinitely long period of time, which you do not have either.
There is only one way out – to deliver high-precision weapons to the target in the person of your infantryman with a machine gun. Kamikaze drones are now starting to compete with infantry. However, over the centuries of artillery development, the infantry scheme was the only possible one, hence the millions of armies.
In the game, this will look like the formula "hit probability = base accuracy multiplied by target hp". At the same time, the formula will work not only for units distributed in the trenches – it is also quite adequate in relation to a dense formation.
2. A "single" target, which is an object or objects of large size, at which targeted shooting is possible and which do not decrease during the shelling. In the game, the reference variant is a battleship. At the same time, the battleship a). Is mobile and maneuvers. b). Returns fire, forcing the opponent to dodge, which prevents him from aiming.
It is obvious at the same time that the capabilities of a battleship in these senses are directly proportional to its "health". In general, Vincent's formula works here, strictly the reverse of the infantry one. The accuracy increases in direct proportion to the damage to the target.
At the same time, Vincent quite correctly noted that the accuracy of shooting also depends on the "health" of the shooter. However, the caveat is that this fully works only if the "shooter" is a single object with a centralized fire control system. That is, in general, another battleship, etc. For a more distributed and "individualistic" ground artillery, everything is more difficult.
At the same time, Firaxis, by adapting a very crude imitation of the infantry formula to everything, missed another key point.
The target can consist of units of extremely different sizes. Even a relatively small tank like the T-90 has a projection, in the most minimal case, an order of magnitude larger than that of an infantryman. When viewed from above (the projectile falls just from there), the difference will already be 250 times. As a result, tanks and artillery, as a rule, manage to suppress "a little" earlier than the last machine gunner.
Similarly, the deck area of the "Iowa" is six times larger than that of the destroyer, and the area of the vertical projection differs in approximately the same proportion.
At the same time, in the "Tactical" Merkava mod, there is a "camouflage" tag that acts as a "divider" when determining accuracy. It might as well reflect the effect of target size on accuracy.
To be continued