1) Yes, as I have said a million times before, aiming errors consists of errors that are related either to aligning the sights against eachother, or aligning the sights against the target. The first kind of error is eliminated in TES, since you deal with a "perfect" reticule that doesn not allow for inproper alignment or parallax. The other possible error consists of improper alignment of the sights against the target. This is ridiculously simple in TES, because of the above. Eliminating this error from the game means giving up all control apart from releasing the arrow. Pointless.
Nope, because you still control who you shoot at and how. Have you considered that we have a perfect reticule because inproper alignment or parallax is supposed to be represented as part of marksmanship? You told me before that marksmanship isn't just pointing at the target, are you then telling me that human dispersion is only what marksmanship is, so I can be an expert marksman but still have incredibly bad aim, only I will fail splendidly, I will miss, but in a very precise manner?
The OTHER source of error is the sum of human error that cause dispersion. Your original argument was that this arrangement somehow created a "double error", where human error was represented twice. As you can see, this is clearly wrong. The paragraph above deals with improper aiming (although only the mindnumbingly easy aiming), the marksman skill is intended to deal with these kinds of errors, NOT place the reticule on the target for you. It's a game, not a video.
Being good at aiming is supposed to be part of marksmanship, or else it simply accuracy, so why call it marksmanship, or are you of the opinion that marksmanship is only management of human dispersion, because that's the only way I can make sense of what your saying.
2) Yes, I am saying that dispersion doesn't affect your aim. Dispersion doesn't occur until release/trigger pull, while aiming takes place BEFORE this. In order to be an AIMING error, the error has to be related to AIMING the weapon. AIMING the weapon means aligning the sights with eachother and the target. If the error isn't caused by AIMING the weapon, that is - aligning the sights with the target - then it is not an AIMING error. It is NOT possible to detect the kinds of errors I am talking about by looking through the sights, because they generally don't occur before release. They CANNOT be corrected through better aiming. Your laser-example shows you are confusing sightlines and borelines. They are very different things.
So the trembles that make you shake with a laser er different from the trembles that occur when you tighten you grip, to pull the trigger? One of the them effect aim, but the other doesn't?
3) Computer players hit targets that continue moving at the same speed and in the same direction. If the target CHANGE speed or direction, they miss. This would also apply to bullets. It even applies to tank rounds, the fastest of which are almost twice as fast as bullets(1500 m/s). This is, AFAIK, over 15 times the speed of an arrow. The idea that this can be overcome by making the arrows go faster is ludicrous - it would completely eliminate the need for lead altogether.
The faster the arrow, the less distance you have to predict, until the speed of which the target can change isn't faster than the arrow can reach the target. At some point from someone shooting at me, to me changing dodging, I can't shift direction fast enough to get my mass out of the bullets pathway.
The only ways to eliminate this problem with auto-aim and inconsistent target movement are the following:
- Make impacts instantaneous by giving arrows the speed of light
- Guide arrows to the target after release
Any other solutions will result in the problem above.
Speed of light is pretty fast, I'm pretty sure we can go for less, but the theory is good enough, the longer you hold the arrow the more the flight time goes towards zero.
4) Your point against manual aim wrt dispersion circles introducing a "random element" doesn't make any sense.
Are you saying that the arrow will not hit randomly inside the circles you are proposing?
5) Role-playing: Here is the MAJOR flaw in your argument: If you want the outcome of the game to be dependent solely on the characters skills, not your own, you need an auto-pilot you can switch on the moment you step out of prison. Part of being a skilled swordsman is knowing when to strike and when to block - yet these actions are NOT determined by the characters skill, but by player actions (or skill, if you will).
True and false at the same time, it's false that I would need auto pilot, in rpgs you need to be able to be someone else, as well as yourself but with other attributes, having an auto pilot will not allow this, you still need to be the independent thought behind the character. Other rpgs with more character centric systems aren't auto-pilots. It is true that
part of being a skilled swordsman is knowing when to strike and when to block, but because we have a First Person Perspective, these are by default in the players control, fortunately, knowing when to strike and when to block aren't as important as know
how to strike, and
how to block, which can perfectly be expressed through skills. Should we just drop attempting because we can't get the ideal?
The same goes for stealth; a master of stealth would obviously be much better suited to pick out the optimum route within a dungeon to stay hidden than you, the player would be. So if you want the characters stealth skill to govern those same choices, you should also leave the choice of route to the character by putting him on auto-pilot. Remember, he can't be better than you, if you're picking out his route. So you can can the whole "misrepresenting"-argument, because it basically means reducing the player to watch TES V: The Movie without any control of the character whatsoever. The game is about COMBINING player skill with character skill, not eliminating the former.
Stealth is governing how silent and undetected you are, it doesn't govern where you go.
There is a major point to be made in the fact that the game is supposed to give you an immersive impression that you are, in-fact, wielding a bow. A system that reduces bow-wielding to a target-selection-feature is a massive fail in that regard.
I'm thinking the game is more supposed to give you an immersive impression that
your character is, in-fact, wielding a bow, you decide, he executes. You tell him to pull draw the arrow, he draws the arrow, you tell him what to aim for, he aims for it.