Thinking about a 2d strategy game, where you move your starships turn by turn and fire guns at each other.
Instead of the traditional approach of "range" lowering hit chances, im thinking about some sort of system that throws vectors at each other to calculate relative bearing and speed to calculate hit chances.
I.e. a fast, small ship is harder to hit than a slow, big chip, but in addition the relative bearing (im thinking: is the target flying straight towards your X/Y = good hitchance, or is it strafing very narrowly, low hitchances depending on speed).
Getting the relative the bearing (angle) on an approaching vessel would be easy using atan2, but how could this be translated it into a hitchance that goes up if the angle is like 330 to 30 degree and goes down if its different (as an example) ?