And this is without mentioning the ramifications it will have with abilities like strafing run, bike/jeep drive by etc.
Those are accounted for already
Think back to how sniper wars actually played out on high levels. Here, the game evolved around not necessarily getting the countersnipe, but instead of killing more troops with your sniper than his. This meant that it became a dance of death, trying to rack up as many kills as possible without being countersniped, using screening troops, los, range... It was micro intensive and rewarded active play.
With this change, we will instead have one player wait for his opponent to have the guts and courage to actually USE his unit, only for the passive player to be rewarded with a guaranteed hit...
Why has any of that changed? Screening, shotblockers, range, they're all just as important if not more. This isn't redefining the mechanics of counter-sniping, only changing the odds. You trade kills in exactly the same situations you do now - when you can account for the exact position of the enemies Sniper but don't have a CS angle on him. Then you settle for a kill on a less valuable target and reposition for the next dance.
"But you can't even take the first shot for fear of being counter-sniped!"
If you told me that you seriously expected your opponent had a shot on you, but took the shot anyway hoping the 50% miss chance would bail you out, you deserved to lose your Sniper. You got outplayed but lost nothing because of one diceroll. Your opponent did precisely what he should have done and was rewarded with nothing.
I have to ask: Why this fixation on snipers, making them seem like a big problem that requires a redesign of the game mechanics? I can understand wanting to solve the problems of sniperspam... but instead you make such drastic changes that affect snipers in their entirety. Why make such a drastic change that, to me, reeks of wanting to "balance" the game in favor of your own playstyles?
This isn't reinventing the wheel, it's adjusting one outlying RNG that had too much impact on the outcome of the game. It has nothing to do with playstyle, if you really feel that's the motivation then please question these players as well:
12azor-
Snipers are so critical in the current meta-game and have been for such a long time that counter-sniping and even revealing the fact you've built a counter-sniper is absolutely game-changing and can have a massive impact on the game at any stage.
Snipers should have a 100% chance to hit an enemy Sniper regardless of movement and the only reason they should ever miss is from an accuracy modifier on retreat.
...
I think the Sniper thing is such a massive issue in terms of the meta-game that it should be changed and the 5% thing is a feature and critical hits are random but rarely game-changing in the same way counter-sniping almost always is.
0mar-
Considering how quickly a bullshit dice roll can change the game when it comes to sniper vs sniper battles (basically a 680 manpower swing), sniper vs sniper needs to be 100%.
Using a sniper aggressively should come with a risk, that is, you get one-shotted by his sniper. That's the whole point of counter-sniping. However, when you introduce dice rolls, what often happens is that the counter-sniper misses his shot and now the opponent knows (or worse, kills your sniper) you have a sniper and can act accordingly. This happens disproportionately to the WM sniper.
Sepha -
While i'm hesitant to change something that's stayed the same way for so long, the only thing i'd change is making accuracy 100% between snipers. But I would also make this the same change for a moving sniper, or not change the moving accuracy at all. Why should anyone have such a large bonus simply by moving their snipers around? It would be impossible to counter snipe.
SayNoToStim -
100% sniper vs sniper regardless of situation would be my opinion.
fatebomb -
100 % hits except on retreats
Kashll -
Agreed, 100% except retreats. A sniper versus sniper battle has too much of a manpower swing to leave anythign up to chance (it can decide an entire game).
Budwise -
In CoHO it is 100% except during retreat or at very close range and its wonderful. Sniper v Sniper should be about micro, not luck. Often an entire game can be decided by a counter snipe.
Seb -
Well, I think it is a lot more interesting to reward knowing where and when to use the sniper carefuly, and being able to read the other player to know when he will try to counter snipe (lack of 400 manpower that early in the game for us is rather easy to spot as wm in your example).
To be clear I'm not attached to the current implementation, if it doesn't work it doesn't work (though no one has tested it yet). I'm only in favor of 100% CS in some form, to remove an outlying RNG element that trumped skill and micro on too many occasions. Which sounded right up the alley of this mod.