Sorry, offtopic again. The accuracy penalty sounds okay to me. Not sure what you meant with the random movement - this should be in the enemy's turn when flashbanged, using reserved TUs, yes? As I said earlier, I intend to alleviate the frustration of having a soldier sit around doing nothing, so I'd like for a player to at least move the soldier, but at an increased cost. If the soldier moved randomly during the player's turn, that would be worse than what we have now.
I must insist that flashbangs disable weapons fire during the enemy's turn, though. That's what they're FOR.
No movement during the flashbang user's turn. What I mean, is that when a flashbanged soldier tries to move during its controller's turn, it has a X in Y chance of staggering off course to an adjacent tile in front other than the one selected. X = # of viable adjacent tiles in front of it other than the desired tile. Y = the # of viable adjacent tiles in total. Here is an ASCII diagram to help clarify:
1 2 3 Tile #
[][][] Adjacent Tile
\|/ Direction
O Soldier
If all tiles are clear, and the fbed soldier has the TUs to move into any of them, while the player tells him to move into tile 2, he has a 1 in 3 chance of doing so, and a 2 in 3 chance of moving into the other adjacent tiles immediately ahead. If tile 1 is blocked, it's a coin flip. He has a 1 in 2 chance of moving into tile 2 or 3. This is a crude but functional simulation of staggering while a flashbang victim is blinded, dazed and unbalanced.
RF is effectively blocked, even though an affected soldier can technically fire because affected soldiers have no LoS. No line of sight, no reaction fire.
On topic: A real mortar would never get past Winter, so you should probably forget about that for the stock version of the game, but maybe something like that on an UGV would work. Seriously though, at this point I'd rather focus on filling out the alien arsenal than the human one. We've got more than enough human weapons as it is.
I don't care how it's implimented, but it should be. Yes, the human arsenal is expansive, but long range indirect fire is an extremely valuable niche, and it's simply not covered. That alone is reason enough to introduce a mortar like weapon, which I, and many others certainly would use. Such a weapon would be
far from dead weight. As for the alien arsenal, giving it a new family of monomolecular ranged weapons, and antimatter explosives would solve its issues. The main problems it suffers from are a lack of viable sniper/long/extreme-range weapons (this makes lasers extremely effective against them), and direct/indirect aoe fire support.