Board Thread:Suggestions forum/@comment-32638649-20170307200256/@comment-26553378-20170308194640

It is already implemented with units i believe, and it shouldn't be much harder to do so with players, plus it would add far more entertainment to assassination attempts, also i feel this should tie in to how often the player uses a bow as well.

As far as how it works i would suggest something like this:

Accuracy:

Value Range: 0%-100%

at 0% accuracy (no bow would have this normally, it would be from not having used a bow before and using it at low power) it will choose a random direction up to 45° off, and shoot there. at 100% accuracy (once again, no bow would have this normally, it would be from beeing experienced, and firing at full velocity) it would shoot directly where the crosshairs lies. this means that each percentage point adds .45 ° to the range.

It would also have a higher chance to fire in an area in a gradient pattern from lowest at the edge to highest at the center of the area of accuracy, this would not be extreme, but it would exist.

other than that here is a list of other things that would affect accuracy:

Bow accuracy level

Players experience (recent) - this would be similar to the alchohol tolerance thing, but would instead contribute to accuracy, and be raised by practicing based on power, but naturally lower over time.

movement - no scoping is stupid and highly unrealistic, any movement at all greatly decreases accuracy

time bow is drawn - accuracy raises while bow is drawing capping slightly after achieving maximum, but then slowly lowers after a period of time based on the bows draw weight (muscles shaking from exertion)

drunkenness

strength/weakness - strength increases, weakness/poison decreases (poison damage does not reset bow draw, not sure if it does now)

anyway, those are just a few ideas, feel free to use them if you like them, but don't feel like you have to