What is the less-obscure replacement to the term 'Dunnigan's Ratio' - the range of ratios of weapon ranges to typical distances moved in a single combat turn that produce tactically interesting gameplay (in the context of designing combat systems)?
In the context of seeking ways of ensuring interesting manoeuvring tactics in a combat system of an RPG, I have lately become rather confident that the ratio of weapon ranges should not be too high compared to distance travelled during a typical turn, as I witnessed long ranges often lead to combats having a positionally static feel (e.g. futuristic high-precision weapons combined with one-second combat turns).
Recently I've seen a post claiming
For an enjoyable game experience [...] A weapon range should never be more than 5-8× the maximum single turn movement of a unit.
and calling that the Dunnigan Ratio. Some questioning didn't reveal much, other than attributing the observation to Jim Dunnigan, and usage to people who knew Dunnigan first-hand.
I tried feeding the term and a few variations of the phrase to a search engine, and none of the results (not even the excerpts of Jim's books about designing combat games) seemed to be dealing with that specific topic. Which is unfortunate, as I'd like to learn more on the matter in question.
I have to conclude that this specific way of referring to the topic is not as commonly accepted in designer circles, and thus I would have better luck with using a term other people use and recognise (both for the purposes of searching for materials on the topic, and for clearly and concisely referring to it if I get lucky enough to get into live discussions related to it). What would this better alternative be?