As I'm developing a RTS game set during the Napoleonic Campaign, I've got a question about the best method to implement 'bad aim' for the AI, as the accuracy of muskets were quite terrible back then.
Currently, in my GDD, the accuracy is calculated based on: stamina, dexterity, weapon accuracy and range. But this will result in calculating the chances of a hit in a Pen-and-Paper like style. If it fails the unit will shoot somewhere else (threshold around the target), as I want to have some visible tracer for optical reasons (even though this isn't historical accurate).
Is this method okay?
Because of this the damage is calculated instantly and prevent me theoretically from implementing a first person option for the player, as this would need a second aim&shoot calculation script.
What would be another solution for this?