There's actually good reason range wasn't a factor. Lots of modern games put range as a substantial accuracy factor. All this means are two things.
Either you literally will never hit everything ever
Or
A complete newbie will annihilate things at close range.
I've been working with someone to find the faults in most of the newer X-COM clones and turn based squad games with similar elements, and most of them really don't benefit from having harsh range modifiers.
The X-Com Discussion
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Re: The X-Com Discussion
Hmm. One solution might be to make shot damage a function of how well you hit the target, as MOO II and possibly other space combat sims do. As in, suppose you have to "roll" below your character's firing skill to hit the target. If the damage on a hit is linked to the margin by which your "roll" is below the firing skill, low-skill characters may hit reliably at close quarters... while still not doing very much damage. Whereas a dedicated marksman firing a high-accuracy weapon can put a round through a Sectoid's left nostril from clear across the map.
Shot placement could be particularly important against aliens with some kind of integral body armor, as Mutons in X-COM have and as some of the other races might, judging from their high durability.
Shot placement could be particularly important against aliens with some kind of integral body armor, as Mutons in X-COM have and as some of the other races might, judging from their high durability.
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