Consider a fractional firing range, say 2.4. When
firing at extreme range (3), your chance to hit is the
fractional part (40%). You draw return fire only when
you hit. If the defenders are at extreme range as
well, they are severely handicapped.
This is unrealistic. Defenders should fire back no
matter whether the attacker makes his range check.
Silly idea: shells have to land somewhere, even when
you don't make the range check. Treat it as fire at
the sector `before' the target (if there are several,
pick one randomly), with suitably dampened damage to
account for the lack of aim. To avoid abuse, this
should draw return fire for both the intended target
and the sector actually hit.
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Workaround:
use the same percentage roll for all fire and return fire (in a
volley).
If countries with same range are exchanging fire, they will
both it or fail.
If you're trying to fire with 2.4 range on something with 2.8
range, you're sure that if you hit, you'll get hit in return and
even if you fail you may still be hit.
Tom.