As Shooting Accuracy currently stands, the slightest hindrance will have an impact on accuracy of a much larger magnitude, and the 'Careful Shooter' trait will make even a level 1 shooter considerably more accurate than a level 20 (and conversely how a trigger-happy level 20 is slightly less accurate than a level 0), and the almighty mechanoid race. This is down to how tightly packed the pre-curve accuracy values are for each shooting skill above level 3, and also how tightly-packed the middle part of the post-processing curve is. Here's vanilla's ShootingAccuracy def located in the game's files (Mods/Core/Defs/Stats/Stats_Pawns_Combat.xml to be precise) to demonstrate how tightly-packed everything is:For those that don't know, each pawn has a baseline shooting accuracy value that's determined by their skill level, and this is in turn modified by the pawn's capacities, and traits, and then run through a 'virtual graph' to determine their final accuracy value. The shooting accuracy figure is per tile, so the shooter's accuracy at whatever given range is their accuracy to the power of the distance their target is from them (A = S); a 97% accurate shooter shooting at a target (not including other factors) from 25 tiles would have an accuracy of roughly 46.697%, which comes from 0.97. The post-processing curve is consisted of multiple 'curve points' to form a semi-linear graph, with 'pre-processed' accuracy essentially forming the x-axis, and 'post-processed' accuracy forming the y-axis. The set of co-ordinates are as follows: (0, 0), (0.2, 0.7), (0.5, 0.86), (0.8, 0.93), (0.96, 0.96), (1, 0.98), (1.1, 0.985), (1.3, 0.99), (1.8, 0.995), and (10, 1) - so whatever the pre-curved accuracy is, the post-processed accuracy will be determined by where abouts the pre-curved accuracy sits between the point on the graph above it, and the point below it.In this post, I'm going to be comparing a level 0 standard shooter, a level 1 careful shooter, a level 13 standard shooter, and a level 20 trigger-happy; the level 0 standard shooter has a pre-curved accuracy of 50%, the level 1 careful shooter has a pre-curved accuracy of 105% (70% multiplied by 1.5x), the level 13 standard shooter has a pre-curved accuracy of 99%, and the level 20 trigger-happy has a pre-curved accuracy of 49.85% (99.7% multiplied by 0.5x). When these values are run through the post-processing curve, we come out with values of 86%, 98.25%, 97.5%, and 85.92% for the level 0, 1, 13, and 20 respectively - something's not right here: the level 1 is considerably more accurate than the level 13, and the level 20 is less accurate than the level 0!I did hack together a little tool for the purpose of balancing one of my mods with vanilla as a comparison point, but I'm going to use my tool and its output for the purpose of comparison here - albeit with some modification so it's comparing my upcoming suggested solution to vanilla's values. Here's the vanilla part of my tool's output which compares the accuracy figures for each skill level with the vanilla def, with all 3 traits:Most of you probably won't understand the output for the tool, so here's a brief breakdown: each row has the post-processed accuracy for whatever skill level with whatever trait (if applicable), and the values in brackets indicate that shooter's accuracy at whatever range (e.g. the level 4 standard shooter has a post-processed accuracy of 95.428% and is 79.176% accurate at 5 tiles, 62.689% at 10 tiles, 49.635% at 15 tiles, and so on). As you can see, there is virtually no accuracy progression beyond level 6 shooting with either of the traits due to how tightly-packed the pre-curve values are.So my proposed change is to put the pre-curved values for lower skill levels in particular at much lower values (and adjust the curve accordingly) so that traits like careful shooter, as well as bionics will no longer make them almost ludicrously accurate until further investment goes into their skill, and so that higher level trigger-happies have some ability to actually hit the broadside of a barn with a machine pistol. Here's the sort of change that I've got in mind:As you can see, the pre-curve values are spaced much further apart so that skill progression bears some weight to final accuracy with any trait, and with augmentation, and also lower level people will have a hard time getting high accuracy (unless you put in some serious investment), so therefore you need to increase their level to improve what you get out of them - whereas in the pre-curving current state, you can make a super soldier out of even a level 3 shooter with heavy investment as the pre-curve difference between level 3 and 20 is relatively small. While granted, it's not perfect, I have faith that this would be a strong step in the right direction. Now let's see how the accuracy differentials stack up with this set of values in mind:As you can see, the improvement in accuracy with traits is much more tangible, and higher level trigger-happies have some chance of actually being able to hit something in close-quarters whereas you'd have to put them point-blank in its current state - and even then it's not easy to get a hit out of them. Post-processed accuracy is more or less the same, bar a slight deficit for levels 1, 3, 4, and 5 - but that's ultimately more motivation to level them up anyway, and there's pretty little difference between levels 4 and 6 in terms of accuracy anyway.As for the comparison we were doing earlier with the level 0 standard shooter, level 1 careful shooter, level 13 ordinary shooter, and level 20 trigger-happy, they now sit at 86%, 95.062%, 97.5%, and 92.606% post-processed accuracy respectively. While again still not perfect, It's a marked improvement over how it currently is, in my opinion.I'd love to see some feedback on this