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icon_project.png UFO: Alien Invasion / Closed Feature request #3587 Reaction fire: Remember setting after turn
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Feature request
  • Category
    User interface
  • Targetted for
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  • Status
    Closed
  • Priority
    3. Normal
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    Not triaged
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Description
[http://sourceforge.net/p/ufoai/feature-requests/102 Item 102] imported from sourceforge.net tracker on 2013-01-28 20:14:20

Just a though of mine ... We could make the "Reaction
fire" button into a toggle that stays as it is (on or
off) the entire time (over turns) until the player
changes it again.

There is just too much micro management involved if you
want it to alsways be on for most of your soldiers.

Additional i consider the following request (no matter
how it gets implemented) as a good addition to mine:
[ 1535240 ] Reaction-fire - Indicator
http://sourceforge.net/tracker/index.php?func=detail&aid=1535240&group_id=157793&atid=805245

Werner
===== Comments Ported from Sourceforge =====

====== hoehrer (2006-08-21 17:09:07) ======

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Ok, I've attached a first code version (see .diff
attachment) of this suggestion.

* You only spend TU one time for activation of reaction fire
and the following rounds will have reaction fire enabled.

* Disabling reaction fire will only give you TUs back if
it's the same turn you have activated it. i.e.:
activating&deactivating right after another doesn't change a
thing.

What does everybody think?

Werner
====== hoehrer (2006-08-21 17:09:08) ======

First mockup
====== bandobraz (2006-08-21 21:41:12) ======

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8 TUs seems too cheap for eternal reaction fire. 24 TUs is
more like it, but it would probably transform into a boring
rule: first turn all guys turn auto-fire on, unless aliens
in sight.

What about charging 8TUs at the beginning every turn and
giving them back after the button is depressed? This is
similar to how it is now, but additionally reaction-fire
button is automatically pressed at the start of each round...

You can activate this mode after reaction-fire button is
pressed for the first time, and deactivate after it is
depressed. Or you can make it the default for all turns.
====== hoehrer (2006-08-21 22:11:43) ======

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Yeah, i'm still trying to figure aoput a way to implement
this behaviour in a sane way .... e.g. what happens if we
used all TUs for the shot? Sometimes there are no 8TU
left... autoamtically deactivate reaction fire? That would
'break' the continuity a bit.

Werner
====== bandobraz (2006-08-21 23:47:45) ======

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You are right. That would leave only one option of those I
mentioned --- automatically press reaction-fire button at
the start of each turn. (And never depress it automatically
--- if the player wants to use those 8TU let him depress
the button --- this bit is similar to XCOM1 behaviour).
====== hoehrer (2006-08-22 06:22:12) ======

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Ok, I'll try to implement it this way:

* Activating RF with the default (currently 8TU i think).
* RF will last into the next turn(s) even if there are not
enough (or no) TUs left. Then it will use up the remaining
(if any) TUs.
* Deactivating RF will give you the used TUs (if any where
used) back.
* You are not able to reactivate it if there are not enough
TUs. (This one is merely for easy implemention, but I
suspect some people will not like it.)

Werner
====== hoehrer (2006-08-22 07:22:49) ======

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Oh, I've missed your response. Hmm i need to think about that.

Werner
====== bandobraz (2006-08-22 10:23:06) ======

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I don't quite understand your proposal. I guess you suggest
that it is possible to use those reserved 7TU for walking
and shooting (or only shooting?) without depressing the
button, so that they are not reserved, in fact? If so, you
propose the preparation for reaction-fire to be free, if
only the player pressed the button when he still has 7TU left.

My proposal works exactly the same as it is now, with the
exception that the default behaviour restored at the start
of each turn is not the lack of reaction fire, but the
preparedness for reaction fire. This is only a change of a
single 0 to 1 in the code, I suppose.

One quirk remains --- what to do if there is no 7TU left at
the start of turn (if reaction fire took 27TU, you can start
with, e.g., 1TU left) --- just enable reaction fire anyway?
But will then depressing the button give you 7TUs or the
remaining 1TU? Unless this is what your proposal talks
about. If so, I think it is a good solution, but it requires
some more coding than 0 to 1.
====== hoehrer (2006-08-22 11:24:13) ======

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Ok, I think the second mockup (see attached diff) should
work (didn't test it yet). It implements my last proposal.

If you activate RF TUs are reserved (each turn if available)
and freed if RF is deactivated. In theory if not enough TUs
are available (in a following turn) RF will work nontheless,
but will cost exactly the remaining TUs so activating it
will deactivating/activating will work here as well ... even
if they are 0) ... buuuut ...

The exact behaviour needs to be tested since I don't know if
the Attack or the TU-subtraction is executed first. And I
can't run the game at this place.

Activating RF as default behaviour is just one additional
line of code here I think.

Werner
====== hoehrer (2006-08-22 15:55:23) ======

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Yeah, i'm still trying to figure aoput a way to implement
this behaviour in a sane way .... e.g. what happens if we
used all TUs for the shot? Sometimes there are no 8TU
left... autoamtically deactivate reaction fire? That would
'break' the continuity a bit.

Werner
====== hoehrer (2006-08-22 15:58:01) ======

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Dammit, there was still a message-commit in my browser
session ;) ... just ignore the previous one.

Werner
====== hoehrer (2006-08-22 17:16:22) ======

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Ok, i had some time to test the diff in action.

Fixed one small bug with unwanted deactivation of RF after
the soldiers attacked. See 3. attachment below for recent
version.

Werner
====== bandobraz (2006-08-22 18:54:17) ======

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> Dammit, there was still a message-commit in my browser
> session ;) ... just ignore the previous one.

Phew! I had the unpleasant sensation of broken continuity
here... ;>

I'd urge you to commit the patch before RC4, that is, about
now. Let's all test it.

====== hoehrer (2006-08-22 20:53:23) ======

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Ok then .... revision 2906 is committed with code from markup3.

Werner
====== cycyc (2006-08-24 16:20:25) ======

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Well I consider this to be somewhat duplicate to [1530240]
Camping, a third "reaction-fire"-mode
(http://sourceforge.net/tracker/index.php?func=detail&aid=1530240&group_id=157793&atid=805245).
But I guess this is the better place for discussion now. So
I post the old:

Summary:
Camping, a third "reaction-fire"-mode
When you set up a sniper in a good position, its stupid
to enable "reaction-fire" for every round. So either
"reaction-fire" should stay for all rounds. Or there
should be a third mode (a different color of the button
maybe), where this happens.

Date: 2006-07-28 09:56
Sender: bandobraz
I vote for the third mode..


Date: 2006-07-31 04:12
Sender: mdhowe
Good idea, I reckon click 'reaction-fire' twice and
change
the colour (to red maybe?) of the button.
====== cycyc (2006-08-24 16:30:27) ======

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My personal idea is that, enabeling "camping" should cost
slightly more TU and then, while prevailing for all rounds
give the soldier the possibilty to -intelligently- use
second fire. I'd suggest to add an aiming corss to its
icon, then the more TUs and the icon will make it clear how
and why to use it.
Generally I really like reaction fire as it is now - since
its a "new concept" and it makes more sense, because a
soldier that reacts doesnt do that without spending time.
Also setting up a weapon -f.e. rocketlauncher- for reacting
with it is also a task and doesnt happen spontaneously.

====== sf-robot (2006-09-06 02:20:10) ======

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This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
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