Thats not what I'm saying at all.
Actually, it is. You just happened to use a very poor illustration for what you presumably wanted to say. I say “presumably” because…
When you're an infanteer in those type of combined-arms games (much like) in real life you're constrained by limitations as to how much of the things you have listed as 'wants'.
…aaaaaaand it is therefore quite useless. In those kinds of games, going prone has the exact opposite effect of the one you're describing: you just end up being easier to hit with no real benefit. Pretending otherwise is just ignorant.
Incorporate better weapon stability mechanics/weapon resting.
Reduce silhouette for crossing ridgelines, using undulating terrain.
Ability to use terrain as concealment, soft or hard cover.
Minimise damage from 'shrapnel' type weapons and explosives.
Two of those aren't mechanics and aren't reliant on there being a prone position in the game.
The other two are just things that
could happen, and that's just just classical begging the question.
My question is what mechanics are in the game. Since you don't know, let's just cut to the chase: you are asserting without evidence, experience, or any other support that something that requires a host of game mechanics to serve a purpose is somehow useful. So, what you're
actually saying is that you have no idea whether it is useful or not, but you are
assuming that it is like in other combined-arms games, where it is indeed the exact opposite of useful. It really serves no purpose that you know of other than to let Chris spend more backer money on his dreams of doing Hollywood things, like lots of mocap.
Prone is really useful when you can snipe at long distance.
You are
also skipping over a very key assumption in saying that, so let's repeat the question: describe to me, if you please, the full mechanics that determine on-foot accuracy in this marginal portion of the game…