I dunno, my English isn't probably good enough for this, but will try to rephrase the player's pov:
TL,DR: There are two different rules for crouching at play, differing in gameplay as well as how it connects visually.
(1) Crouching next to cover:(a) Attackers get the accuracy bonus in all directions, but it doesn't matter if you were visually crouched or not beforehand. Have done some tests, although wasn't the goal, and so far seems consistent: The same CTH boost for shooting applied to characters adjacent to any cover as well as those crouched in open. I thought it's bonus from cover, but you were referring to crouching. That implies always crouching but then not getting cover bonus? Personally, I would thought cover + proper stance being even better for aiming than just proper stance (can brace, feel more safe etc.).
(b) Targets don't get any defense bonus except directional, again regardless if visually crouched or not. So made another test on another map:
c
t a T
c- half-cover; a- attacker; t - crouched target next to cover, T- target in open standing
Both targets are otherwise the same, the same distance from a, evasion etc.
Regardless which one attacked, I'm getting the same CTH = 38%.The log reports for both cases:
BCS.CalculateShotDifficulty. Shot difficulty is: 101 base shot difficulty: 60 shot difficulty from distance: 33 shot difficulty from crouching target: 0 shot difficulty from smoke: 0 shot difficulty from directional cover: 0 defense from evasion: 8 defense from armour: 0 But that means crouched 'T' has no defense bonus in comparison to 't' standing in open!
Adjacent to cover - summary: -> we're observing no crouching gameplay difference. The UI tooltip indicates standing.
Attackers adjacent to cover: Visual standing isn't standing, we're crouching and getting crouching accuracy bonus in all directions. No bonus from cover.
Defenders adjacent to cover: Visual crouching isn't crouching, we're standing. Cover gives only directional bonus. No crouching bonuses.
(2) Crouching in open space:In open all works the opposite. Visually I see my allies crouch only in case I choose so (though it's inconsistent in those HtH situations as reported). And what we see is recognizably tied to gameplay via ranged defense as well offense.
Another example: Sam and Emilia as targets (Sam has Firearms, Patriot, no armor, Fleetness, all the same as Emilia):
Emilia was auto-crouched next to cover and Sam deliberately in open. Survivalist gentlemen nicely lined up to execute us. So far (have run such tests on other maps) the AI was always choosing the crouched target adjacent to cover. And indeed all of them attacked Emilia, no exception. The next turn I took her away so they attack Sam.
Survivalist attacking Emilia (adjacent to cover crouched):
BCS.CalculateShotDifficulty. Shot difficulty is: 123 base shot difficulty: 60 shot difficulty from distance: 55 shot difficulty from crouching target: 0 shot difficulty from smoke: 0 shot difficulty from directional cover: 0 defense from evasion: 8 defense from armour: 0
BCS.GetRangedChanceToHit. Shot difficulty is: 123 / shot score is: 55.86 chance to hit is: 45 use mode: 1The same conditions, he attacks Sam (crouched in open):
BCS.CalculateShotDifficulty. Shot difficulty is: 148 base shot difficulty: 60 shot difficulty from distance: 55 shot difficulty from crouching target: 25 shot difficulty from smoke: 0 shot difficulty from directional cover: 0 defense from evasion: 8 defense from armour: 0
BCS.GetRangedChanceToHit. Shot difficulty is: 148 / shot score is: 55.86 chance to hit is: 37 use mode: 1So Sam in open is better protected (those 25 from crouching). And I'm not believing anymore when the game says Emilia needs no crouching because "already receiving a greater defensive bonus from cover". Sorry! :/
In open - summary:-> we're observing visual crouching as representing gameplay. In case of doubts, the UI seems giving proper info.
Attackers in open: Standing is standing, crouching is crouching, and gives crouching accuracy bonus in all directions.
Defenders in open: Standing is standing, crouching is crouching, and gives crouching defense bonus in all directions.
It changes tactical thinking. Depends (eg. parks and similar), if I see an enemy can make just a few sidesteps so an ally looses directional defense bonus, I will rather end turns crouched in open.
However, most of the players won't suspect two different crouchings, and assume that it all works consistently as did I.
Now, described above is what the game & log show. It's possible that under the hood it differs, you sound certain after all. It won't be the first game. But then the issue is in communication. (However, why would the AI act as above?)
Personally, would like to understand more to intentions for such in the middle system. For now it just seems harder to accept and sort out than each on its own - crouching as gameplay at will vs. crouching as just animation automatized.
Hope the confusion POV is now more clear. Feel free to correct or criticize, am far from being certain, but please don't assume I'm not thinking it through. First observed during v15 and since have been making tests. Believe me it pains me to criticize something you feel strongly about.